Good and poor play
I’ll be judging my own play and that of the others; by “good” play, I mean creating and grabbing story opportunities, doing things, being entertaining an so forth. By “poor” play, I mean being a wallflower, turtling, not interacting with other participants, and so forth.
There’s been two sessions of actual play and one of character generation and prelude-thingies. I am slowly getting used to the game. Next session will probably be genuinely enjoyable; the end of the previous was good, but beginning meh; the first one was indifferent. This no fault of anyone else; wgaztari played exceedingly well in the first session and okay during the second; Ari is overall a good player, and ksym has been doing well, though his character is quite different from the others; he knows magic and uses it, and is the only one who does.
I seem to always play pretty poorly for the first session or two. Maybe it is anxiety with the group, maybe with the playing style, maybe with something else.
There’s been robberies, a smidge of intrigue, meeting worthy opponents, but not yet truly engaging them. Oh, and the end of the last session was when ksym’s character threw my char with a sword. Hit or miss; not determined yet.
SW Nobilis edition
Cast of players: Me, Thulen, possibly pickaboo, and even opusinsania paid a visit (I made a guest appearance as a crazyish NPC in his game just the other week; didn’t go very well, but was enlightening). Estimated play time remaining: Session to three.
For some background: Nobilis is a roleplaying game in which players are Nobles, something like gods or demigods. It is diceless, but has a definitive economy with miracle points used to power all sorts of things. Like Amber diceless, but more structured and characters are more exotic. Mine is a Noble of light, with a special ability called elemental form: Can turn into light at will. Convenient.
Thunderer’s game mastering style seems to be that there is a definitive plot that will happen, more-or-less as planned, but the way it happens is up to players. (Also, if we build a mess ourselves, that’s a bonus.) Basically: I don’t try to get any enjoyment from story-crafting; using the rather formidable powers that nobles have is the point of the game, as far as I am concerned. The story happening around that is a perk/hindrance, depending if it adds new stuff to play with or involves boring puzzle solving or following clues to wherever. (Actually, I just suck at puzzle solving and following clues, and hence find them boring, and hence suck at them, …)
Thunderer (Ukkostaja; direct translation) also built a cheat sheet for the price of using miracles, given the miracle level and character’s relevant attribute: PDF.
Interesting is the fact/impression that I got used to Ukkostaja’s game more quickly than to Thulen’s, despite knowing the latter better. It may be the smaller group of players. I also think that having formed a clear picture about the way Ukkostaja runs the game helps a lot. This picture might or might not be accurate, but it is clear. I am not yet quite sure what I should actually be doing and enjoying in Thalin’s game.
In other news
Eric has an idea for something like a custom roleplaying search thingy. Maybe something like Mahalo. I’ll be helping along in whatever ways I can, since the idea seems interesting enough.