Had a ton of fun this event – which I feel was the best FH event in quite awhile. The events of the last couple years have been permeated by a ‘helpless’ feeling, where dire situations would be introduced, but the PCs could do nothing about them until much later in the event when ‘part 2’ of the plot was introduced. All efforts at progress appeared pointless, and that caused unending frustration. Didn’t feel that at all this time – seemed there was always something we could do to move forward. As such, I actually felt heroic for the first time in a long while.
While the plots of this event certainly weren’t forcing PCs into a holding pattern, I think a lot of this feeling also came from the new knowledge-gathering skills of the new rules. They were awesome! Being able to Probe Minds and seek Recall hints provided ways passed any roadblock that came up, allowing progress when otherwise we could have been hopelessly stuck. As such, this event I felt thoroughly enabled and effective.
The event started with deadened fields in need of investigation, and this investigation got underway quickly with villagers gone missing in their vicinity. A wonderful way to quickly spur the event in motion! In the course of this investigation, we healed a diseased girl, getting more background lore in the process, encountered shadow creatures consuming the land, dealt with the complex dynamic between a loving husband, a caring, yet murderous, father, a confused but powerful entity, and a bandit attack on a caravan. Lots of combat and incredible role-play in engaging scenes. This was all just the opening act. The bandits were part of a well-organized syndicate. The shadows were emerging from a portal which had to be closed swiftly before they consumed all life on Phanterra. Great intro!
Later, Gypsum came and fetched Dallid as Cody was dying – details taken from an inbetween-events player-posted story. This was awesome as it formed a solid connection between the LARP and on-line happenings – a connection I seldom feel outside brief Player-on-player RP. Much appreciated!
I think the last thing I participated in Friday night was the Valkin’Vi ritual. It was somewhat lengthy, but was a nifty way to explain the changes made by the new game rules. I’m glad the NPCs warned us about this ahead of time. I had worked out a long story to explain Dallid’s changes, but knew from that warning not to RP that reasoning. In the end, I didn’t have to keep the story in mind, I could just say ‘this is the way Dallid is’. I’m also glad I didn’t have time to post the story before the event.
. Though the ‘differences’ certainly confused Balthos, which was incredible fun!
Perhaps the first Saturday plot I participated in was the Numbers puzzle leading to the singing prince and his chorus. Have to appreciate all the work that went into that – hilarious and entertaining.
After that came tracking the lone bandit from the site of the caravan attack, which in turn led to the camp of the bandit fence, which then lead to the main bandit camp, goblins who bought stuff from the bandits, and a troll cave that held stones the goblins wanted in trade for the bandit merchandise – a whole series of inter-related adventures! Glorious fun!
The final Portal Battle was a good mass battle, and it was nice to see Val focusing on a positive purpose. However, ‘Root Fear’ is a ‘kill PCs like bitches’ call, and was used WAY too often. Once or twice for the encounter would have been scary. In this battle they were used more like once or twice per minute. Also, as occurred at the main bandit camp and black fiends battles before, NPCs would frequently pop instantly into play with no warning – sometimes even in melee range, and sometimes dealing an immediate and massive initial strike. Not Fun. At CARPS, NPCs have to announce they’re bringing a new monster into the middle of a fight with calls like “One I emerge. Two I emerge. Three I emerge. Four I emerge. Five I emerge.” Such warnings are only fair and offer a much more realistic depiction of what’s going on – ie. The heroes are rarely blind to enemies until they’re right beside them swinging weapons.
Putting your hand over your head, walking behind a PC, then bringing your hand down and hitting him for “12” just sucks.
The NPCs brought in a number of fun, funny, and/or interesting RP characters such as the Singing Prince, and the Mining Village dwarves. The Surprise Birthday Party was hilarious fun! Unfortunately there were also a lot of demi-gods walking around, too. Hard to feel heroic or special when you’re constantly interacting with beings who can squash you with little more than a thought like Genoeve, Balthos, the Aspects of Knowledge, Life, and Death, and the portal guardians. Coming across an uber-being once in a great while can add an interesting dynamic, but PCs feel reduced to powerless pawns when an event is flooded with them.
Esmerelda’s kidnapping was another fun encounter. Got to use Sleep on one kidnapper and Disarm on the one holding Esmerelda to facilitate her escape. THAT was a heroic feeling!
It was also nice to see all the PCs working together for the most part. Or at least they didn’t appear to be working against one another. Everyone added to the experience. The debates over justice with Franchesco and concerns about the guards added immersive flavor to the event. Just being in the presence of Rhul, Spike, or Gabriel offered a sense of martial strength. Modrie’s diplomacy was fun to witness. And, of course, kudos to the kitchen staff for their offerings of wondrous meals! Awesome event, thanks to NPCs and PCs, alike! Stayed busy, active, and/or entertained the entire time. Very positive experience!