(no subject)
Mar. 2nd, 2010 02:13 pmThe Risus game on Friday went surprisingly well, given how rusty I am as a GM. Honestly though, I shouldn't be surprised as I have as best a group of players as anyone could hope for. Of course now I face the problem that I have seven people wanting to play, and I seriously think I can only handle fgive players at the max. Maybe I should break the game into two nights a month?
I spent time into the small hours of the morning, writing up notes that I really can't show to the players without heavy editing, so here's some some random notes:
Joint character creation went fairly smoothly. Expanding the cliche set of Risus to encompass something more like the aspects of FATE went fairly smoothly, and the system is simple enough that character creation went fairly quickly.
I spent time into the small hours of the morning, writing up notes that I really can't show to the players without heavy editing, so here's some some random notes:
Joint character creation went fairly smoothly. Expanding the cliche set of Risus to encompass something more like the aspects of FATE went fairly smoothly, and the system is simple enough that character creation went fairly quickly.
- In the game I mostly did simple difficulty tests- I could have had more challenges, to help people get used to the system. The final challenge between the sea monster and the players I had some trouble with, as it was initially too powerful, and even with the team-up rules I had to fudge and give bonus dice to the team leader for the people assisting. Well, I didn't HAVE to do that, but it was late, and people were eager to have it be over with.
- I really should have suggested that people use inappropriate cliches, and possibly pumped their cliches.
- For that matter, I think I also need to define more closely what people's cliche's are capable of. Getting short one-sentence descriptions of what the cliche is capable of should help.
- On the other hand, I was thrilled by how a lot of the players really got into describing what they're characters were doing. That sort of enthusiasm is a balm to this old GM's 's withered heart.
- For that matter, I really shouldn't be surprised when players do things I didn't expect them to do. It did stretch part of the game beyond what I thought it would dtake, and approached one of the problems from a completely different angle, but it's going to be interesting to see how they run with things.
- How ARE they going to get rid of the sea monster before morning?