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Story Hour
Seldarn Empire - The Mega-Module Jam
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<blockquote data-quote="arwink" data-source="post: 618736" data-attributes="member: 2292"><p>They have their moments <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Partially, it's still hard to take an individual Yip seriously when you know if he dies, another one will come along soon after. It fits and the concept is great fun, but it 's not so great on an individual level. Add to this a player who spent three years as a barbarian meat shield in a game with no rogues or stealth capabilities, and he's more or less used to being the polish landmine detector. </p><p></p><p>The Copperheads Yip gets a little more respect, which is strange considering it's in that group that the revolving door Yip's really took hold, but he's also had to work harder for it. He's now more like a favored pet than a tool.</p><p></p><p>Secondly, the interaction can be tied to the last campaign. It was very "trust no-one, I'll tell you that bit in the next room, so what do you do while everyone else is resting..." and they worked as a group out of necessity and circumstance. More often than not, they were working against one another, so the idea of being a group of trusting friends and allies is kind of foriegn to them.</p><p></p><p>It's made it kind of interesting to watch this game develop. They start coming off as a tad disfunctional when watching them over the tabletop <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p>(And things get worse with the introduction of Calmert and Ezekial too)</p></blockquote><p></p>
[QUOTE="arwink, post: 618736, member: 2292"] They have their moments :D Partially, it's still hard to take an individual Yip seriously when you know if he dies, another one will come along soon after. It fits and the concept is great fun, but it 's not so great on an individual level. Add to this a player who spent three years as a barbarian meat shield in a game with no rogues or stealth capabilities, and he's more or less used to being the polish landmine detector. The Copperheads Yip gets a little more respect, which is strange considering it's in that group that the revolving door Yip's really took hold, but he's also had to work harder for it. He's now more like a favored pet than a tool. Secondly, the interaction can be tied to the last campaign. It was very "trust no-one, I'll tell you that bit in the next room, so what do you do while everyone else is resting..." and they worked as a group out of necessity and circumstance. More often than not, they were working against one another, so the idea of being a group of trusting friends and allies is kind of foriegn to them. It's made it kind of interesting to watch this game develop. They start coming off as a tad disfunctional when watching them over the tabletop :) (And things get worse with the introduction of Calmert and Ezekial too) [/QUOTE]
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Seldarn Empire - The Mega-Module Jam
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