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Post by The Barney on May 30, 2017 18:24:07 GMT -8
Hey everyone, Lurker here. I like to wait for an AP to be complete or at least have a large buffer before enjoying them. I haven't started "ashes" yet but notice nothing has been added in awhile. Is this still an active game that the crew plans to resume soon or is it dead?
Thanks! Barney
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Post by lowkeyoh on May 30, 2017 19:19:52 GMT -8
I'm pretty sure the game wrapped, but can't say for sure
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d47
Journeyman Douchebag
RPG of Choice: Metagaming Melee
Posts: 194
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Post by d47 on Jun 1, 2017 21:19:42 GMT -8
Hey everyone, Lurker here. I like to wait for an AP to be complete or at least have a large buffer before enjoying them. I haven't started "ashes" yet but notice nothing has been added in awhile. Is this still an active game that the crew plans to resume soon or is it dead? Thanks! Barney It did not end, but it was designed to be more episodic than other games. Stu has stopped talking about it, though, so it might have died from neglect. I would go ahead and listen to them. They were enjoyable stories.
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Post by Stu Venable on Jun 7, 2017 11:05:04 GMT -8
I do intend to revive the game at some point.
I originally started it to have something we could play, when Mote wasn't able to run.
I think because the game had a very ad hoc schedule, there wasn't a high commitment level. When I revive it, I'll probably come up with a hard schedule so players know exactly when the game is happening.
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d47
Journeyman Douchebag
RPG of Choice: Metagaming Melee
Posts: 194
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Post by d47 on Jun 8, 2017 14:27:35 GMT -8
I do intend to revive the game at some point. I originally started it to have something we could play, when Mote wasn't able to run. I think because the game had a very ad hoc schedule, there wasn't a high commitment level. When I revive it, I'll probably come up with a hard schedule so players know exactly when the game is happening. I thought the episodic style and varying cast were features, so I hope you continue on that line. Personally, this kind of game is a model for me because I don't have a lot of committed players around me.
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Post by Stu Venable on Jul 4, 2017 22:12:01 GMT -8
Unfortunately, it didn't work out the way I intended.
I had a pool of seven players (I think), and I wanted five to play. I didn't hit this threshold very often.
The game was meant to be episodic, but I find it difficult to not eventually include some sort of meta plot. Especially with this setting, I found the story arcs lasting way longer than a single sessions, requiring players who missed a sesison to need to be brought up to speed. Especially when they hid their ship two or three systems away. The idea was that non-present PCs would remain with the ship, and having them leave it at the orbital station of a gas giant three parsecs away was a huge wrench in the works.
As a GM, I WANT long, complicated story arcs. And I find it to be an inevitability for some reason. That's certainly my preference.
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Post by uncommonman on Jul 5, 2017 0:13:35 GMT -8
stu if you centre the metaplot and/or the sessions around a base that the characters neeeds to return to often you can end each session there and it doesn't matter what characters play. You can use a "captain's log" to keep everyone involved and let whomever play take care of the problems from the last session. This can also have some fun side effects when important information is missing for the next set of players...
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d47
Journeyman Douchebag
RPG of Choice: Metagaming Melee
Posts: 194
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Post by d47 on Jul 15, 2017 1:34:05 GMT -8
Unfortunately, it didn't work out the way I intended. I had a pool of seven players (I think), and I wanted five to play. I didn't hit this threshold very often. The game was meant to be episodic, but I find it difficult to not eventually include some sort of meta plot. Especially with this setting, I found the story arcs lasting way longer than a single sessions, requiring players who missed a sesison to need to be brought up to speed. Especially when they hid their ship two or three systems away. The idea was that non-present PCs would remain with the ship, and having them leave it at the orbital station of a gas giant three parsecs away was a huge wrench in the works. As a GM, I WANT long, complicated story arcs. And I find it to be an inevitability for some reason. That's certainly my preference. Three thoughts: Maybe a 5-player threshold to run this kind of game is unnecessarily high. Make the absent players listen to the AP recordings so you don't have to bring them up to speed. Next time, don't let the players own/control the ship! Anyway, it was fun to listen to while it lasted.
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Post by uncommonman on Jul 15, 2017 1:38:39 GMT -8
Unfortunately, it didn't work out the way I intended. I had a pool of seven players (I think), and I wanted five to play. I didn't hit this threshold very often. The game was meant to be episodic, but I find it difficult to not eventually include some sort of meta plot. Especially with this setting, I found the story arcs lasting way longer than a single sessions, requiring players who missed a sesison to need to be brought up to speed. Especially when they hid their ship two or three systems away. The idea was that non-present PCs would remain with the ship, and having them leave it at the orbital station of a gas giant three parsecs away was a huge wrench in the works. As a GM, I WANT long, complicated story arcs. And I find it to be an inevitability for some reason. That's certainly my preference. Three thoughts: Maybe a 5-player threshold to run this kind of game is unnecessarily high. Make the absent players listen to the AP recordings so you don't have to bring them up to speed. Next time, don't let the players own/control the ship! Anyway, it was fun to listen to while it lasted. stu had the right idea that someone higher up gives out missions. Unfortunately they still controlled the ship so his plan's where disrupted. And I think the most important thing is to copy tv shows and keep a status qou in the world, Simpsons and other cartoons are very good at that.
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Post by hoseirrob on Jul 25, 2017 8:44:18 GMT -8
As a player, I was intrigued that our main mission giver was dead and that gave us way more freedom to take over his operation and make it what we wanted with directed action. I hope it gets revived.
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