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Superheroes of the Trust OOC Thread II
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<blockquote data-quote="Shayuri" data-source="post: 4392449" data-attributes="member: 4936"><p>First I will apologize. As I reread my post, I see that some snark escaped, and the post has some inflammatory content as a result. Sorry. <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></p><p>At the moment it's hard for me to put my finger on specific events. The game has been a long one, and I haven't exactly been keeping notes. As such, short of going back and rereading the threads in their entirety, I also apologize for making criticisms that may be too vague or blanket to do any good.</p><p></p><p>And honestly, many of the "problems" aren't really problems at all. They're just clashes of game style.</p><p></p><p>You have a very confrontational GMing style. That's not a bad thing, but it's something that ticks me off sometimes. <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=":)" /> The game also has a very high combat/low RP ratio, which is a bit of a turn off for me. There's little to no integration of character backgrounds...I feel like we're all just frameworks to hang powers on sometimes. And finally, I'm not terribly pleased with the mechanics of my character in the context of the enemies we face. That's not a problem you have any control over, of course. <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></p><p>Most of these things have been issues for me since very early on. I want to reiterate too, that I don't think it's a bad game. It's just not "my kind" of game.</p><p></p><p>I think too that 'confrontational GM'ing style' probably needs some explanation, since it sounds insulting. <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=":)" /> It means that I get the feeling that you see your role as GM to be challenge/defeat the PC's with each battle. Rather than have the encounters set up according to the dictates of a larger story, or for dramatic build, the encounters are created with the intention of beating us. Here are the things that give me that impression:</p><p>- Overuse of Fiat. Your villains do this -all the fricking time-. I don't know if you realize how demoralizing it is to be getting your arse kicked, finally FINALLY get a break...and then see that "He rerolled, you get a hero point" message.</p><p>- Overuse of Superminions. For whatever reason, it seems like the scrubs are all armed with nuclear bazookas or something. And yes, I know...they're minions of a supergadgeteerwizard who equips them with magitech nuclear bazookas. I'm not talking about the story justification for -why- they're superminions. I don't even argue that superminions can be great...when used sparingly.</p><p>- Overuse of supersupervillains. This may be unfair, because obviously I can't see the sheets...or dice rolls...but judging by combat results, the vast majority of the heroic villains we've been facing over the past three or four encounters have been significantly over our PL. How many times now has Nitro delivered a devastating blow...that did a bruise...and then been staggered, stunned, bruised, injured, etc on the return despite all his uncrackable hide? Like before, I like the supersupervillain...especially as a solo foe who HAS to be badass to fight a bunch of peeps. That's a genre staple. Again, the issue isn't use of, it's overuse of. What if every single fight the X-Men had involved tag-teams with Magneto, Apocalypse and Dark Phoenix? </p><p>- Everything is a fight. The primary conflicts in the game are combat-oriented. Every method of advancing the plot involves going somewhere and fighting. I'm not sure any of us have ever rolled a skill that wasn't combat-related, or for relatively irrelevant character side stuff.</p><p>- If I can find more specific examples that establish a pattern of rules judgements, I'll put it here. I won't make the claim officially until and unless I do.</p><p></p><p>Again, the mantra. None of these things are necessarily -bad- things. But it's not the way I like to play. Again, this is not new...it's been how it worked all along. I feel like I've given it a chance, and I feel like I've given myself a chance. It just isn't working for me.</p><p></p><p>I appreciate you had things planned for me. It is flattering, and it is tempting. I regret I won't have the chance to explore that arc.</p><p></p><p>I hope this is of some use to you. It's not intended as a beratement or a laundry list of shortcomings. All I mean for it to be is a list of things I feel separate us as player and GM. Other players clearly lack these hangups, and so are perfectly happy with the game. <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></p><p>Again, happy gaming to everyone.</p></blockquote><p></p>
[QUOTE="Shayuri, post: 4392449, member: 4936"] First I will apologize. As I reread my post, I see that some snark escaped, and the post has some inflammatory content as a result. Sorry. :) At the moment it's hard for me to put my finger on specific events. The game has been a long one, and I haven't exactly been keeping notes. As such, short of going back and rereading the threads in their entirety, I also apologize for making criticisms that may be too vague or blanket to do any good. And honestly, many of the "problems" aren't really problems at all. They're just clashes of game style. You have a very confrontational GMing style. That's not a bad thing, but it's something that ticks me off sometimes. :) The game also has a very high combat/low RP ratio, which is a bit of a turn off for me. There's little to no integration of character backgrounds...I feel like we're all just frameworks to hang powers on sometimes. And finally, I'm not terribly pleased with the mechanics of my character in the context of the enemies we face. That's not a problem you have any control over, of course. :) Most of these things have been issues for me since very early on. I want to reiterate too, that I don't think it's a bad game. It's just not "my kind" of game. I think too that 'confrontational GM'ing style' probably needs some explanation, since it sounds insulting. :) It means that I get the feeling that you see your role as GM to be challenge/defeat the PC's with each battle. Rather than have the encounters set up according to the dictates of a larger story, or for dramatic build, the encounters are created with the intention of beating us. Here are the things that give me that impression: - Overuse of Fiat. Your villains do this -all the fricking time-. I don't know if you realize how demoralizing it is to be getting your arse kicked, finally FINALLY get a break...and then see that "He rerolled, you get a hero point" message. - Overuse of Superminions. For whatever reason, it seems like the scrubs are all armed with nuclear bazookas or something. And yes, I know...they're minions of a supergadgeteerwizard who equips them with magitech nuclear bazookas. I'm not talking about the story justification for -why- they're superminions. I don't even argue that superminions can be great...when used sparingly. - Overuse of supersupervillains. This may be unfair, because obviously I can't see the sheets...or dice rolls...but judging by combat results, the vast majority of the heroic villains we've been facing over the past three or four encounters have been significantly over our PL. How many times now has Nitro delivered a devastating blow...that did a bruise...and then been staggered, stunned, bruised, injured, etc on the return despite all his uncrackable hide? Like before, I like the supersupervillain...especially as a solo foe who HAS to be badass to fight a bunch of peeps. That's a genre staple. Again, the issue isn't use of, it's overuse of. What if every single fight the X-Men had involved tag-teams with Magneto, Apocalypse and Dark Phoenix? - Everything is a fight. The primary conflicts in the game are combat-oriented. Every method of advancing the plot involves going somewhere and fighting. I'm not sure any of us have ever rolled a skill that wasn't combat-related, or for relatively irrelevant character side stuff. - If I can find more specific examples that establish a pattern of rules judgements, I'll put it here. I won't make the claim officially until and unless I do. Again, the mantra. None of these things are necessarily -bad- things. But it's not the way I like to play. Again, this is not new...it's been how it worked all along. I feel like I've given it a chance, and I feel like I've given myself a chance. It just isn't working for me. I appreciate you had things planned for me. It is flattering, and it is tempting. I regret I won't have the chance to explore that arc. I hope this is of some use to you. It's not intended as a beratement or a laundry list of shortcomings. All I mean for it to be is a list of things I feel separate us as player and GM. Other players clearly lack these hangups, and so are perfectly happy with the game. :) Again, happy gaming to everyone. [/QUOTE]
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