Posted: Sat May 19, 2012 12:01 pm
I'll finally chime in.
I guess I had an "ok" event. I had some gripes, but I really hate airing them, because I feel like a whiner, but here goes.
I echo sentiments that nothing really tied me to this event, though the NPC staff did a great job with what the staff had to work with. Such a huge agenda is completely unneeded, though, as from the player-base side it seems like the plots are just being machine-gunned at us. I want less plots, but at the same time making what's left to be slightly deeper and with a larger emotional connection to the characters.
I also saw nothing of the plots that had "research-able" endings, which I was eager to see. But of course that could be due to players not relaying information.
The one big plot(rescuing Ferguson) that I was waiting for during most of Saturday huge roleplaying purposes I completely missed because players jumped the gun, and after ending up sick in bed for the entire Saturday night of last Winterhaven it left me feeling pretty depressed about RP. I have to admit that for most of the event I felt like a third wheel, unless I was just hitting things in combat.
I also didn't get to check in until after game-on, and by then the player-base had already immediately shot off on a plot that I couldn't join because not only didn't I have scout, but they left no information whatsoever with the PCs that stayed behind. So I sat in the tavern without ideas to follow and really had a hard time getting into game. It was the same feeling with Fionna's brother. Everyone had already left before we could get back from our plot about the bracers, and we couldn't do anything about following them, so ended up stuck as NPCs.
Now, on the good side:
I had a ton of fun at both the plot utilizing the play, and the plot to get the mechanism that would remove the bracers.
The parts in the play were a good way to get us personally involved, though it was a bit funny when the creatures finally showed up and the people watching were pretty much paralyzed about what to do until some of us waded in and started swinging.
I also had a lot of fun with the puzzle during the bracer mechanism plot. It made us think, but at the same time wasn't 'brain-numbingly' hard, and even I felt useful with my theory about the gem's height above the ground playing a part- and I feel that I am pretty horrible at puzzles.
I have to admit, too, that I felt damn useful when it finally came down to the nitty-gritty of combat, because it seemed like 50% of the enemies at this event were supernatural, so I think my ability to Banish came in even more helpful than my Healing skills- especially with something like six other healers at the event- which is a nice change, lol)!
I also like that "Repel" was having a good effect on things. Kudos to the staff for reacting so quickly to a skill that is so woefully underused that most people don;t even know what it does. It's not often that a healer gets to run down fleeing enemies, and I definitely used my healing skill the most just to replenish my own LP drained by that skill, Soothe, and Calm.
Even after all this combat, though, I would like to see more plots where we are needed to go give humanitarian help to the people of Haven, but that also give everyone a job to do. Maybe come to the rescue of a small hamlet to give enemies to our warriors and rogues something to fight, while at the same time (or afterwards) giving the opportunity for us healers to directly treat and roleplay with NPCs villagers who were hurt before or during the fight, rather than just our own fighters as per normal.
It could have even been added to the end of the combat plots where the Ophidians (what I call the snake-men) were poisoning the fields. After killing them and finding we needed to cleanse the ground, it just....ended. I think there could have been some very cool RP if we had to help some wounded farmers, or add stopping them from being attacked by some of the Ophidians as an additional objective during the fight, rather than the old "kill everything that moves and loot the bodies".
I guess I had an "ok" event. I had some gripes, but I really hate airing them, because I feel like a whiner, but here goes.
I echo sentiments that nothing really tied me to this event, though the NPC staff did a great job with what the staff had to work with. Such a huge agenda is completely unneeded, though, as from the player-base side it seems like the plots are just being machine-gunned at us. I want less plots, but at the same time making what's left to be slightly deeper and with a larger emotional connection to the characters.
I also saw nothing of the plots that had "research-able" endings, which I was eager to see. But of course that could be due to players not relaying information.
The one big plot(rescuing Ferguson) that I was waiting for during most of Saturday huge roleplaying purposes I completely missed because players jumped the gun, and after ending up sick in bed for the entire Saturday night of last Winterhaven it left me feeling pretty depressed about RP. I have to admit that for most of the event I felt like a third wheel, unless I was just hitting things in combat.
I also didn't get to check in until after game-on, and by then the player-base had already immediately shot off on a plot that I couldn't join because not only didn't I have scout, but they left no information whatsoever with the PCs that stayed behind. So I sat in the tavern without ideas to follow and really had a hard time getting into game. It was the same feeling with Fionna's brother. Everyone had already left before we could get back from our plot about the bracers, and we couldn't do anything about following them, so ended up stuck as NPCs.
Now, on the good side:
I had a ton of fun at both the plot utilizing the play, and the plot to get the mechanism that would remove the bracers.
The parts in the play were a good way to get us personally involved, though it was a bit funny when the creatures finally showed up and the people watching were pretty much paralyzed about what to do until some of us waded in and started swinging.
I also had a lot of fun with the puzzle during the bracer mechanism plot. It made us think, but at the same time wasn't 'brain-numbingly' hard, and even I felt useful with my theory about the gem's height above the ground playing a part- and I feel that I am pretty horrible at puzzles.
I have to admit, too, that I felt damn useful when it finally came down to the nitty-gritty of combat, because it seemed like 50% of the enemies at this event were supernatural, so I think my ability to Banish came in even more helpful than my Healing skills- especially with something like six other healers at the event- which is a nice change, lol)!
I also like that "Repel" was having a good effect on things. Kudos to the staff for reacting so quickly to a skill that is so woefully underused that most people don;t even know what it does. It's not often that a healer gets to run down fleeing enemies, and I definitely used my healing skill the most just to replenish my own LP drained by that skill, Soothe, and Calm.
Even after all this combat, though, I would like to see more plots where we are needed to go give humanitarian help to the people of Haven, but that also give everyone a job to do. Maybe come to the rescue of a small hamlet to give enemies to our warriors and rogues something to fight, while at the same time (or afterwards) giving the opportunity for us healers to directly treat and roleplay with NPCs villagers who were hurt before or during the fight, rather than just our own fighters as per normal.
It could have even been added to the end of the combat plots where the Ophidians (what I call the snake-men) were poisoning the fields. After killing them and finding we needed to cleanse the ground, it just....ended. I think there could have been some very cool RP if we had to help some wounded farmers, or add stopping them from being attacked by some of the Ophidians as an additional objective during the fight, rather than the old "kill everything that moves and loot the bodies".