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I would add that this is one of those cases where the cards of fate really helped in creating the character and in the subsequent roleplaying – if I hadn't gotten the musician archetype, the character would have turned out completely different. In essence, this foundation, combined with the ability to come up with skills and a belief system, allowed me to mold a bunch of disparate half-ideas into something that could be used to try and play an epic story, which is what I generally wanted when creating a champion focused on faith, while still leaving enough room for variety so as not to lock myself into a single roleplaying style for the entire game. I am especially grateful to Nebu for this. The usual difficulties, of course, prevented me from playing more actively, which I knew from the beginning, but fortunately, there wasn't much need to come up with elaborate ways to reflect the necessity, except perhaps for the moment when the cognitive ability is reduced upon death, which I would have liked to play out. It would have been a great twist if the character had ultimately become an uncontrollable undead creature – maybe then the other players would have been given a quest to eliminate the terrifying skeletal dragon that was terrorizing the surrounding area. To end his story as a defeated raid boss by his former comrades – I think that's a pretty good and fitting ending for Radiel. In general, summing up, I enjoyed this campaign; it turned out to be quite engaging and unusual. Not only in terms of the diverse characters of the players, but also the world was pleasing, with many interesting quests and situations that were interesting to observe even without direct participation – this is definitely a plus of a large campaign. Smaller, separate adventures would probably also be good, but that's another story. Thank you all for the game; it was fun. 🤗

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