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<blockquote data-quote="jgsugden" data-source="post: 8668125" data-attributes="member: 2629"><p><strong>Spoilers:</strong> BLM did an amazing job delivering an experience. As a DM, I'd put that up there as one of the best overall deliveries I've ever seen. Great job given the constraints, but there were a few things that I agree diminished the execution a bit (minor gripes):</p><p></p><p>1.) It felt like it 'kind of' stopped being a game for the first few hours of session 4. He just ignored time rules and had rounds that lasted minutes with an inconsistent 'time stop for kind of no reason' excuse for it. The problem I have here is the 'kind of' aspect of it. He muddled back and forth between game and exposition in a random and hard to follow way. I'd rather he had a more distinct way of shifting gears into 'real time' and 'time stop time' that gave them distinction and decreased the muddling. For example, when I have to deal with PCs that have split the party but I need their time to stay interwoven (as their actions still impact each other), I will stand in one place when DMing one group and move physcially to another place to keep the other group distinct. BLM had a lot more tools than I did, and if he'd tried to make this more distinct it could have a stronger delivery of those first few hours. </p><p></p><p>2.) There were aspects that had to be there, so there was always going to be some railroading, but I would have liked it if there had felt like there were more options for resolution. Yes, the continent he 'introduced' had to be destroyed, but if it did not happen here, he could have foreshadowed it was coming instead. I was excited in the second episode because I thought there was a chance these players were going to have a real option to change the modern setting by their actions - that Campaign 3 might find a City in the Hells that once floated above Exandria. I no longer feel that was ever on the table. This campaign seems to have had as much 'choice' as the original Baldur's Gate games on PC - you can come at the side quests in different ways, and your abiltiies will impact how you fight battles - but in the end you have a single core path. It would have been better to have a dozen or so potential endings that had different potential meanings for Exandria's long term future. This was a high level game. In my experience, those work best when they have real stakes.</p><p></p><p>Yes, there are shadows of this and Matt (or others) could weave upon what took place ... but there was a missed opportunity.</p><p></p><p>3.) Amazing. BLM uses that word too much. It started to get ... distracting for me.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8668125, member: 2629"] [B]Spoilers:[/B] BLM did an amazing job delivering an experience. As a DM, I'd put that up there as one of the best overall deliveries I've ever seen. Great job given the constraints, but there were a few things that I agree diminished the execution a bit (minor gripes): 1.) It felt like it 'kind of' stopped being a game for the first few hours of session 4. He just ignored time rules and had rounds that lasted minutes with an inconsistent 'time stop for kind of no reason' excuse for it. The problem I have here is the 'kind of' aspect of it. He muddled back and forth between game and exposition in a random and hard to follow way. I'd rather he had a more distinct way of shifting gears into 'real time' and 'time stop time' that gave them distinction and decreased the muddling. For example, when I have to deal with PCs that have split the party but I need their time to stay interwoven (as their actions still impact each other), I will stand in one place when DMing one group and move physcially to another place to keep the other group distinct. BLM had a lot more tools than I did, and if he'd tried to make this more distinct it could have a stronger delivery of those first few hours. 2.) There were aspects that had to be there, so there was always going to be some railroading, but I would have liked it if there had felt like there were more options for resolution. Yes, the continent he 'introduced' had to be destroyed, but if it did not happen here, he could have foreshadowed it was coming instead. I was excited in the second episode because I thought there was a chance these players were going to have a real option to change the modern setting by their actions - that Campaign 3 might find a City in the Hells that once floated above Exandria. I no longer feel that was ever on the table. This campaign seems to have had as much 'choice' as the original Baldur's Gate games on PC - you can come at the side quests in different ways, and your abiltiies will impact how you fight battles - but in the end you have a single core path. It would have been better to have a dozen or so potential endings that had different potential meanings for Exandria's long term future. This was a high level game. In my experience, those work best when they have real stakes. Yes, there are shadows of this and Matt (or others) could weave upon what took place ... but there was a missed opportunity. 3.) Amazing. BLM uses that word too much. It started to get ... distracting for me. [/QUOTE]
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