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TITANSGRAVE Episode 2 - Evil Awakens
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<blockquote data-quote="RedShirtNo5.1" data-source="post: 7673746" data-attributes="member: 80037"><p>Yeah, I had a similar reaction as camilaacolide and Scrivener of Doom. I did enjoy it for the character interaction and humor. In the Chapter 0 intro, Will described the game as a series of encounters, and that's what was delivered. I don't know if I'd call it railroading or lack of player agency, but it was certainly in the line of the players deciding how to react to a particular situation, but the GM in full control of the sequence of encounters. I don't agree that this is a necessary result of the 45 minute format. I wouldn't necessarily expect a situation like the recent Acquisitions Incorporated where Perkins basically handed out a bunch of resources and gave the players discretion on how to set up the battlefield. You can have a fairly simple situation that provides strategic decisions, such as "You know there are two routes to take the beer caravan back to the brewery. You could travel through the woods, where you've heard that there are thorn goblins, or through the hills, where you've heard there are barrow wights." Then you edit down to 1-2 minutes of discussion by the players deciding which route to take. </p><p>Similarly, the player approach appeared to be more of cooperative improv, rather than tactics. Again, not super surprising since I think many of the players are voice actors and may well have that sort of "Yes and" background. So the acting and interaction was the real strength.</p><p>Even with theater of the mind, you can have tactical aspects, e.g., players seeking situational modifiers or advantageous relative positioning (e.g., put a melee character in front in a choke point to prevent opponents from reaching squishy characters), so long as the description of the environment and positioning is sufficiently clear. But either Will's descriptions were just vague, or it was cut. </p><p>I liked the artwork to aid in visualizing the environment. But I actually didn't like the postproduction combat visuals. Will's description of the tactical situation was so weak, I was left with nothing but the combat visual. I actually would have been happier with nothing and so that the whole thing plays out as theater of the mind.</p></blockquote><p></p>
[QUOTE="RedShirtNo5.1, post: 7673746, member: 80037"] Yeah, I had a similar reaction as camilaacolide and Scrivener of Doom. I did enjoy it for the character interaction and humor. In the Chapter 0 intro, Will described the game as a series of encounters, and that's what was delivered. I don't know if I'd call it railroading or lack of player agency, but it was certainly in the line of the players deciding how to react to a particular situation, but the GM in full control of the sequence of encounters. I don't agree that this is a necessary result of the 45 minute format. I wouldn't necessarily expect a situation like the recent Acquisitions Incorporated where Perkins basically handed out a bunch of resources and gave the players discretion on how to set up the battlefield. You can have a fairly simple situation that provides strategic decisions, such as "You know there are two routes to take the beer caravan back to the brewery. You could travel through the woods, where you've heard that there are thorn goblins, or through the hills, where you've heard there are barrow wights." Then you edit down to 1-2 minutes of discussion by the players deciding which route to take. Similarly, the player approach appeared to be more of cooperative improv, rather than tactics. Again, not super surprising since I think many of the players are voice actors and may well have that sort of "Yes and" background. So the acting and interaction was the real strength. Even with theater of the mind, you can have tactical aspects, e.g., players seeking situational modifiers or advantageous relative positioning (e.g., put a melee character in front in a choke point to prevent opponents from reaching squishy characters), so long as the description of the environment and positioning is sufficiently clear. But either Will's descriptions were just vague, or it was cut. I liked the artwork to aid in visualizing the environment. But I actually didn't like the postproduction combat visuals. Will's description of the tactical situation was so weak, I was left with nothing but the combat visual. I actually would have been happier with nothing and so that the whole thing plays out as theater of the mind. [/QUOTE]
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