Game recaps

After reading Rob's recounting of the game, i would like to invite you all to post your own thoughts and remembrances here. it will surely help me provide you with a more enjoyable game if i know which parts stood out in your minds. also, feel free to tell me about hte parts that you didnt care for as much too.... Todd





observation #2
Another observation is that there is alot more awesome role playing going on in the game, esp character to character, when something focused at a different group is doing something with the DM.
The gotcha that's sorta occuring, is that the whole party isn't privy to this awesome roleplaying, sometimes even the DM, and it could definately offer him hooks and such.
Not sure how anyone feels, I def don't want to stifle any side bar Role Playing, nor slow things down, but want everyone to witness side conversations occuring, as they would surely be contagious.
Ah, the good and the bad of side-roleplay
You did a good job of pointing out the downside to side roleplay. Mostly that it means when the DM is focused on something else, he is missing the excellent roleplay going on (as are some other people).
On the other hand, I mostly engage in side roleplay myself to keep in character and engaged. Sometimes if I know the DM is not going to be able to get back to my character in awhile I am faced with a choice:
We all know how problematic this is. Maybe the solution is for the heavy roleplayers to try to engage a more diverse bunch when they sidebar roleplay.
Another possible solution is for the players to not stray so far from the table. Just because a conversation only involves a few characters doesn't always mean that it has to occur far away from the other players. A lot of times this is not "privileged" information, so there is no need for it to occur in secret.
Just my two cents.
Sincerely,
A Hero
from
A Hero Twice A Month
observation #1
Our party is very much full of characters, and sometimes we suffer from Wizardry 1 (or DND Gold Box Edition) syndrome, where the first four characters in line perform full actions, and 5+ in line are relegated unfortunately to being extras. Esp noticable is where the first 4 in line react to something, and if whatever it is gets past the first 4 characters, 5+ choose already chosen actions to deal with it (imagine clicking "Quick" in Gold Box editions.)
This isn't a poke at any GM, (hell I was one of em, and stuck everyone in a single file maze to boot)..just an observation.
Surely a rather enterprising GM could stage attacks from the rear of the party, or opportunities to split the party, but keep things flowing smoothly.
Additional Observations
When it comes to splitting the party... I am of two minds. It is a viable tactic, but I fear it may lead to even more sessions where someone may sit and have no real opportunity to play. Sometimes its easy to jump back and forth, and sometimes its not.
As long as no one group is left out to dry for more than 20 minutes, splitting the group works. But this can get tough if one group gets bogged down in a long combat (or god forbid, both sides do).
Sincerely,
A Hero
from
A Hero Twice A Month
Additional Observations
In my experience as DM the "line" had less to do with party "marching order" and more to do with initiative order. The high initiative characters got to shape how the battle would occur more than the low initiative characters (who mostly reacted to how the battle already was playing out).
As a result of this, I am not sure how much attacking from the rear will help, as the quicker characters will still be the first to react. What might help more in this regard are "wave" attacks. A changing battlefield, where the lower initiative characters have new challenges presenting themselves, might spice things up.
Sincerely,
A Hero
from
A Hero Twice A Month
insert gm comment here
first, what i have noticed about party order is that (in addition to initiative based problems) the players who sit closer to me tend to be more involved. i will try to keep your suggestions in mind.. rear attacks, wave attacks, possibly hit and fade attacks, cruise missiles, etc. this is exactly the kind of thing i was hoping to hear about by the way.
secondly, "side roleplay" is something i would love to encourage... its far less disruptive than other activities, and helps you learn about eachother's characters (dare i hope preventing inter-party blowouts?). so that i become aware of what has been discussed / revealed, please feel free to post a short (or long if its important) discription. if you feel that i should know something in game, just wait till the next break in the action and let me know (short version please). believe it or not i often award xp based on roleplay i havent heard and artwork/stories about characters. basically anything that helps the gm (me) and players understand your character better.
~ Todd