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Post by Probie Tim on May 18, 2017 21:12:10 GMT -8
With the recently released news that I will no longer be playing in the Mote of Sin, I figured I'd open up about some of Skully's motivations and plans, and answer any questions any listeners might have... ...really, I'm just very sad that I have to leave the game, and am looking for an excuse to keep talking about it. I'll start off by saying that while the #SkullyForPrince movement was entertaining, Skully had absolutely no designs on replacing Adrienne as Prince. What he did want, though, was to use Adrienne as a puppet to keep him and his interests safe. He wanted Adrienne under his thumb, insuring that he was protected at all times, and would not have to worry about his unlife. He wanted to make Adrienne his shield... granted, a shield that regularly dumped lots of money into random Swiss accounts that were, strangely enough, his. But he did not want to be Prince. Sorry folks.
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Post by uncommonman on May 18, 2017 21:16:11 GMT -8
I thought Skully would start gathering other nosferatu to the Moat until they outnumbered the other clans.
Btw where was the Skully announcement, I missed it.
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Post by Probie Tim on May 18, 2017 21:30:16 GMT -8
I thought Skully would start gathering other nosferatu to the Moat until they outnumbered the other clans. That was one approach he was working on. It would be hard for Adrienne to ignore the Nosferatu's needs (and by that I mean Skully's needs) if Nosferatu outnumber the other clans in the Mote. Btw where was the Skully announcement, I missed it. It was mentioned towards the end of the Mote one-shot character creation session that was streamed... Tuesday, I think?
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Post by uncommonman on May 18, 2017 22:16:01 GMT -8
I thought Skully would start gathering other nosferatu to the Moat until they outnumbered the other clans. That was one approach he was working on. It would be hard for Adrienne to ignore the Nosferatu's needs (and by that I mean Skully's needs) if Nosferatu outnumber the other clans in the Mote. Btw where was the Skully announcement, I missed it. It was mentioned towards the end of the Mote one-shot character creation session that was streamed... Tuesday, I think? Ok, then I guess I have to listen to that now :-)
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Post by Deleted on May 18, 2017 23:00:11 GMT -8
No more Skully? 🙁 I have to say he was one of the highlights of the campaign for me, he was the only one who actually seemed to be acting like a vampire and trying to manipulate things to his own end. Everybody else is too focused on just running from one crisis to another to actually be proactive.
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Post by Starteller on May 19, 2017 5:52:32 GMT -8
Yeah! My voodoo curse worked! (kidding, I really had you had to leave)
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Post by OFTHEHILLPEOPLE on May 19, 2017 8:07:24 GMT -8
No no no, not #SkullyForPrince, #SkullyForMayor. Gotta hold that democratically elected position, son!
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Post by Probie Tim on May 19, 2017 8:22:00 GMT -8
#SkullyForSchemingPuppemasterBehindTheThrone
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Post by RudeAlert on May 19, 2017 11:40:33 GMT -8
No more Skully? 🙁 I have to say he was one of the highlights of the campaign for me, he was the only one who actually seemed to be acting like a vampire and trying to manipulate things to his own end. Everybody else is too focused on just running from one crisis to another to actually be proactive. (Emphasis added for effect. R.A.) YES! Thank god I'm not the only one who feels that way! Thank you! That's my big complaint about the Mote game, Stu is so dead-set on his "spinning plates" shtick that the characters/players never have any room to breathe. As a result, the game as a whole feels kinda stifled and perpetually stuck in an endless crisis loop that got old a good while back as far as I'm concerned. I've come to realize that constantly bombarding your players/characters with crises to deal with is functionally no different than simply having them ordered around by a powerful NPC. In the end they have no choice but to do as they're told; whether they are literally told by an NPC or metaphorically "told" by events occurring in the setting is really no different. Ultimately the end result is the same, they lose the ability to be self-determined and proactive, and are forced into a perpetual cycle of reactivity. It's really just a different form of railroading when you think about it. Tim was the only one who actually started fighting back against Stu's constant interference and actually tried to have his character be proactive and have his own story. I honestly don't know how much more of this game I'll be able to watch now that he's gone. Now it's just going to be non-stop crises without any player initiative or proactive involvement since they'll all be too busy trying to keep up with the crisis grind.
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Post by EricaOdd on May 19, 2017 11:46:15 GMT -8
#SkullyForSchemingPuppemasterBehindTheThrone Ah, so not so much #SkullyForPrince as it is #SkullyForPutin, then... Can one even be elected Putin?
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Post by lowkeyoh on May 19, 2017 13:12:40 GMT -8
You only have to get elected Putin once.
As for Mote, I stopped listening during the great indecision of episode 8, so I have no real strong opinions either way
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Post by Stu Venable on May 19, 2017 14:02:17 GMT -8
No more Skully? 🙁 I have to say he was one of the highlights of the campaign for me, he was the only one who actually seemed to be acting like a vampire and trying to manipulate things to his own end. Everybody else is too focused on just running from one crisis to another to actually be proactive. (Emphasis added for effect. R.A.) YES! Thank god I'm not the only one who feels that way! Thank you! That's my big complaint about the Mote game, Stu is so dead-set on his "spinning plates" shtick that the characters/players never have any room to breathe. As a result, the game as a whole feels kinda stifled and perpetually stuck in an endless crisis loop that got old a good while back as far as I'm concerned. I've come to realize that constantly bombarding your players/characters with crises to deal with is functionally no different than simply having them ordered around by a powerful NPC. In the end they have no choice but to do as they're told; whether they are literally told by an NPC or metaphorically "told" by events occurring in the setting is really no different. Ultimately the end result is the same, they lose the ability to be self-determined and proactive, and are forced into a perpetual cycle of reactivity. It's really just a different form of railroading when you think about it. Tim was the only one who actually started fighting back against Stu's constant interference and actually tried to have his character be proactive and have his own story. I honestly don't know how much more of this game I'll be able to watch now that he's gone. Now it's just going to be non-stop crises without any player initiative or proactive involvement since they'll all be too busy trying to keep up with the crisis grind. I would agree with this, but for one thing: The players are rarely reactive or proactive. When the Sabbat incursion happened, I had to practically BEG them to go after them. The spinning plates is out of desperation to make something happen. Tim is the only one who's "fought back against my interference," because he's the only one who'd be proactive. It's a relief when Tim does that. THAT'S the game I'd prefer to run. I feed them a plot hook, they table it. So I give them another. I'm not sure what else to do. I gave them the opportunity to expand their territory. Did they do it? Nope. I reveal to them that someone (Sebastien) is surveilling them. Once they find out who's behind it, do they take it out? Nope. Reilly wants to throw parties. Adrienne wants to make a lot of money. I don't see how those things become interesting if I don't have outsiders interfere with it.
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Post by RudeAlert on May 19, 2017 14:15:40 GMT -8
YES! Thank god I'm not the only one who feels that way! Thank you! That's my big complaint about the Mote game, Stu is so dead-set on his "spinning plates" shtick that the characters/players never have any room to breathe. As a result, the game as a whole feels kinda stifled and perpetually stuck in an endless crisis loop that got old a good while back as far as I'm concerned. I've come to realize that constantly bombarding your players/characters with crises to deal with is functionally no different than simply having them ordered around by a powerful NPC. In the end they have no choice but to do as they're told; whether they are literally told by an NPC or metaphorically "told" by events occurring in the setting is really no different. Ultimately the end result is the same, they lose the ability to be self-determined and proactive, and are forced into a perpetual cycle of reactivity. It's really just a different form of railroading when you think about it. Tim was the only one who actually started fighting back against Stu's constant interference and actually tried to have his character be proactive and have his own story. I honestly don't know how much more of this game I'll be able to watch now that he's gone. Now it's just going to be non-stop crises without any player initiative or proactive involvement since they'll all be too busy trying to keep up with the crisis grind. I would agree with this, but for one thing: The players are rarely reactive or proactive. When the Sabbat incursion happened, I had to practically BEG them to go after them. The spinning plates is out of desperation to make something happen. Tim is the only one who's "fought back against my interference," because he's the only one who'd be proactive. It's a relief when Tim does that. THAT'S the game I'd prefer to run. I feed them a plot hook, they table it. So I give them another. I'm not sure what else to do. I gave them the opportunity to expand their territory. Did they do it? Nope. I reveal to them that someone (Sebastien) is surveilling them. Once they find out who's behind it, do they take it out? Nope. Reilly wants to throw parties. Adrienne wants to make a lot of money. I don't see how those things become interesting if I don't have outsiders interfere with it. hhhmmm, that is unfortunate. And a bit of a pickle. I have to admit that I had noticed that, but it looked more like they just didn't have time to do anything but go from crisis to crisis. hhmm perhaps we can turn this into a "Help Stu get his vamp players to get off their asses on their own" thread. I apologize for the misjudgment Stulin. This makes Tim's departure that much more unfortunate then. Oh, also, I think you forgot to mention how Albert just wants to be left alone and sulk. Hey I just thought of something, have you tried having a grown up conversation with them about it? Talk about putting your money where you're mouth is, amirite? EDIT: I have reposted this post on the NO PLAYERS ALLOWED thread since it seems more appropriate there than here.
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Post by RudeAlert on May 19, 2017 14:16:52 GMT -8
You only have to get elected Putin once. As for Mote, I stopped listening during the great indecision of episode 8, so I have no real strong opinions either way I don't remember that...
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Post by lowkeyoh on May 19, 2017 14:49:20 GMT -8
It's around when the limo was shot with the missile and is session two of players not doing anything, so I stopped.
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