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Expedition: general discussions.

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#1513
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In general, although I got stuck at the stage of writing the setting (and deleted all my progress so as not to be tempted to take it up again), I'm still happy to play in someone else's game. Therefore, I will allow myself to express my very important opinion. You can disregard it if you don't like it (I'm not imposing it). First, Kosha, discard your previous implementation of the mechanics and never return to it. I think that after three games, you should have realized that it doesn't work. If there is a need and no other ideas, take one of my systems or Nebka's system as a basis. Second, my personal recommendation: if a battle is important and involves a large number of characters, always create battle maps, even if they are conditional. This will allow players to make objective decisions, and it should also be easier for the game master. Third, authenticity. Based on my experience as a player, I would like to point out the following: with Ples and Nebka, I felt the characters, but with Kosha and Ment, it seemed like my character was talking to Kosha and Ment. Fourth, content. This is the most important part of the game – the ability of a character to interact with the surrounding world. Many people don't understand this, but it is necessary to work on the content and fill the game world with it in advance. For example, all these shops, etc., can be written down even at the stage of writing the quests, if they were not ready for the start of the game. Fifth (my wish as my own approach to running games) – listen to players' wishes regarding balance and other aspects of the game, but be strict and neutral when running the game.