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I DM'd a couple games that eventually petered out because most of us had lives. In hindsight, i regret how I ran things, I'm embarrassed at how shitty a DM I was.
Is there anything in particular you,d like to know?
How did the system feel? How did it play? What sort of stories did you run?
>Oh boy, here we go
I'll start with the shortest answer: what stories did I run? I technically ran just two stories but the first had enough people phase out and in that it felt intrinsically different by the end. But more detail is in order.
>Story 1
If I remember correctly, the intro was actually a mini-quest via guild job postboard involving a fetch quest to get a book from an ancient library. The owner of the library was a member of an ancient heroes who had attained various, massive cosmic powers and had since corrupted themselves. Someone was on the up-and-up to rez/awaken/recruit them and use them for dodgy things.
>Story 2
I over reached on this one, plain and simple. I was depressed that the last game had ended and another game where I was a player had finished. So I created a contained sandbox game. The idea was to set two different groups with essentially the same goal, but from different factions, loose on an island. They would get acclimated and i could set back and moderate. Much like communism, on paper it was a great idea, but I was met with failure. The game included player-made dungeons under the guise of base construction and an under-fleshed political/social sphere due to the lack of play. Also, i had a beautiful island with cities, seaside villas, secret ancient temples, coastal wrecks, and a fucking volcano, all primed for adventure and exploration.
If you'll notice I've said nothing of the actual story. One group was a task force for the island government that was supposed to corral Bowser's minions, pacify the less savory denizens of the island and, in general, make the island great again. The other group were up-and-coming rookies in Bowser's crew. They were supposed to take over the island (not destroy it, functioning territory has more use than blasted wastelands).
Despite what became of these games, I was and still am, extremely proud of the materials I produced for them. I will see if I can post some sprites and maps.
On to the system, and I would be remiss if I didn't say that a better opinion could be gotten from VeloCity, the creator, as he does post on Veeky Forums
The first game used the old system where as the second game ran an updated version. As for the changes, its been long enough that I don't remember. What I do know was that it introduced some nerfs to the Speed stat and the defense mechanics.
The main thing I can say is that the system uses incredibly low stat numbers. This means a +1 is incredibly powerful. To me it seemed that combat could get real stale if it wasn't spiced up. Part of that was originally on the PCs to play to their personalities and be creative. Latter i developed interesting mechanics to make battles different and exciting.
The ability of a +1 to have such an influence meant that leveling up was huge but in order to keep the players from breaking the system in a half dozen sessions, level ups were far and few and thusly any number driven character development seemed low, imo. The system breakdown on 1d4chan says more than I ever could, however.
So one particular example of a battle mechanic I implemented. A boss had a move called Eclipse. It darkened the room to a pitch-black haze with the exception of any light-giving sources, i.e. torches. It however could see just fine. I blacked out the map on Roll20 to avoid meta gaming. The pcs were chucking fireballs, stones, at one point themselves in order to attempt to find the boss. The boss in question was a cyclopean guardian made of extra hard stone held together by an ethereal purple energy. It had no head, just an eye floating. Imagine a Koopa kneeling in a small patch of torchlight muttering it can move anywhere throughout the room like Muldoon from Jurassic Park. To my knowledge, the players felt that it was a fairly exhilarating fight, was pretty proud that night.
Im mobo so now pics. Id be happy to answer any other questions and may as well throw up my usual trip.
>I havent been on Roll20 in a while, apparently I was working on a Mario themed wargame...wtf
>So one particular example of a battle mechanic I implemented. A boss had a move called Eclipse. It darkened the room to a pitch-black haze with the exception of any light-giving sources, i.e. torches. It however could see just fine. I blacked out the map on Roll20 to avoid meta gaming. The pcs were chucking fireballs, stones, at one point themselves in order to attempt to find the boss. The boss in question was a cyclopean guardian made of extra hard stone held together by an ethereal purple energy. It had no head, just an eye floating. Imagine a Koopa kneeling in a small patch of torchlight muttering it can move anywhere throughout the room like Muldoon from Jurassic Park. To my knowledge, the players felt that it was a fairly exhilarating fight, was pretty proud that night.
Bosses are encouraged to have special gimmicks about them for the party to play around. That one is pretty good.
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I remember being in a roll20 game of this that fell apart. The game was fun, and genuinely felt like a paper-mario-style adventure