Another weekend of LARPing, another weekend where I was left sad and angry and disappointed. There were either issues with the character, or issues with the game, or both. ( Read more... )
I am in no way offended that you didn't get a lot out of Oz. As you say the game needs some work and I probably gave you one of the two hardest characters, or ones that I wasn't sure that they had enough. Thom got the other. I felt a bit down at the end of Oz because it just didn't work as well as I had hoped. As a GM I just hate seeing people sitting down and not enjoying themselves because they have nothing to do. So for me it was easily the worst game of the con and it was the one I ran. Doesn't make one feel great for sure after all that work. I guess the really tough thing with one off 3hr LARPs is that you really just can't playtest them that easily. So sometimes they hit and sometimes they don't
( ... )
Yeah. There were some really cool things in Oz. I liked that each character had a number of "power ups" (their green cards) which if they achieved they could improve themselves. However I just ended up giving away the extra keys I got to people who seemed to need them (or the Lion, who ate it).
I liked the reveal of the different areas that were off limit. It did give it a feeling like we were making changes, or it changed the dynamic. But it seemed that things fell apart once we got entry to the Emerald Palace. It semed like that should have been the part where we realised the endgame / what needed to be done to fix things, but it was about that point that I got lost in terms of what was happening.
I have a much better plan for the Emerald Palace in future runs I think. It was also the point where as a GM the game just fell apart. When half of your game goes through a door and you need to follow to explain things the rest are all left hanging. It would have worked great if someone could have gone with them, while another couple of GMs helped the others on their quests
( ... )
I have a much better plan for the Emerald Palace in future runs I think. It was also the point where as a GM the game just fell apart. When half of your game goes through a door and you need to follow to explain things the rest are all left hanging. It would have worked great if someone could have gone with them, while another couple of GMs helped the others on their quests
( ... )
And yeah, with Seda, I think he literally would have walked in and cut down Fyodor and Emmerich. And then just started attacking members of House Amator until he was cut down. And while those characters could have come back as ghosts, it just seemed like it would ruin other peoples games.
Yikes, I had no idea you were gunning for the entire Amator! I'm not sure if you include the girls of the clan in your thoughts about Seda's immediate plans (I was the heir to Amator at the start of the game) but I for one would have really enjoyed being in the line of fire. Not that what I was supposed to be doing wasn't fun, but I would have enjoyed that too! I spent the rest of the game expecting you to show up and cause some havoc. From where I was sitting, there were enough characters around with interesting skills that you would have been a great menace-who-we-had-to-deal-with, rather than causing a bloodbath.
Reply
I liked the reveal of the different areas that were off limit. It did give it a feeling like we were making changes, or it changed the dynamic. But it seemed that things fell apart once we got entry to the Emerald Palace. It semed like that should have been the part where we realised the endgame / what needed to be done to fix things, but it was about that point that I got lost in terms of what was happening.
Reply
Reply
Reply
And yeah, with Seda, I think he literally would have walked in and cut down Fyodor and Emmerich. And then just started attacking members of House Amator until he was cut down. And while those characters could have come back as ghosts, it just seemed like it would ruin other peoples games.
Reply
Reply
Leave a comment