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#3788
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Better not. The problem (as I see it) lies solely in the fact that either I no longer meet the players' standards, or these standards have, for some reason, increased by an order of magnitude. Because, as I see it, in terms of plausible storytelling, the consistency of events, and the overall plot, my last three games were much better than all the previous ones, despite all the nostalgic and positive aspects. And what I considered more than acceptable in terms of plot, others suddenly didn't find so. That is, it seems like a difference in perception, but the catch is that this issue cannot be resolved – I cannot change the way I see things, and other people cannot do the same. All the other mentioned points seemed to me to be completely unworthy of any mention, and the only point with which I absolutely agree is the ambiguity of the descriptions of certain abilities, perks, or features. Unfortunately, firstly, I do not have the physical ability to take into account absolutely all possible options, and secondly, I do not have the necessary perseverance to break everything down into points. That is, ultimately, it turns out that I obviously cannot provide perfect content. Well, as I mentioned earlier, today's criticism did not bring me any useful information to improve my performance. That is, it turns out that I cannot provide what the players want, and in such an environment, I don't really want to continue, because although I am very interested in "developing" my own setting, I have no desire to do it alone or without the interested participation of the players. This is the main reason for my unwillingness to continue, but I would be lying if I said it was the only one. I would call the secondary reason the frustration I experienced. Today's controversial situation, strangely enough, fit very well in my head, and I actually liked how "I had planned it all." In my opinion, I played everything out very subtly and thoughtfully, but as practice has shown, the players' impressions turned out to be completely the opposite, which somewhat upset me, and Heroist's comment just finished me off. And no, not because it seemed sarcastic or offensive to me, but precisely because my frustration was amplified by the realization that this cool (in my head) idea became the impetus for one of the players to express a desire/intention to end the game. This is despite the fact that, although I never have any favorites as a GM, as a viewer, I have always had a very high opinion of Heroist (because I subjectively find his quips and role-playing to be some of the most engaging to read/watch). Well, the continued analysis only added fuel to the fire.

Стартовый пост - Квенты - Разное - Список НПС -
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария

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#3789
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In my opinion, I came up with a very clever and interesting concept, but as practice has shown, the players' impressions turned out to be completely different.
Well, that's logical, considering that players are primarily concerned with the survival of their characters, creating them in such a way as to increase their survivability, which, however, mainly works in combat and can be ignored by such traps. But I understand that this is more of a specific location, because the war of the vile clans and a lot of similar content, which from a plot point of view looks quite good in this location. And the players themselves choose to work in this region; maybe it would be different in other regions. Although, you can also understand the possibility of loss, and your hands drop a little when you face some choice, maybe even a small one, that can kill a character, and you start to delay that moment, start thinking, and so on. The only plus is that you could draw some maps and maybe create another cool character.

As for the further events, in terms of role-playing, I would easily betray the sun-worshippers, because loyalty means nothing when life is at stake. And I also doubt that I could deceive the werewolves.
And I was also worried that Halmeldir would have to face Rail in battle...

Be strong. Believe
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#3790
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I was also worried that Halmaldir would have to face Relsoi in battle...
You have some strange fears.
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#3791
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Regarding further events, in terms of role-playing, I would easily betray the sun-worshippers, because loyalty means nothing when life is at stake. Also, I doubt we could trick the werewolves.
You see, based on what I was thinking in terms of our future actions and events... It seems to me that we would have an even better chance of getting antidotes by deceiving the Phantom Legion. Of course, I can't be sure. But subduing the false Sharron, extracting information from him... Maybe we could even lead him through the labyrinth and ask him to create a better plan for us... In short, there are many risks, but also many opportunities. If we simply do as we are told, there is an 80% chance that we will be betrayed, because we will be of no use to them after the quest.
 

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#3792
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Actually, it's not a given that they will let us go. I expected a slightly different outcome. They would keep us hooked, instead of giving us an antidote, they'd offer more powder and promise, "Well, once we conquer Heckelia, then we'll let you go immediately."
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#3793
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Ment
You know, considering what I was thinking in terms of our future actions and events... I think we would have had even more chances to get the antidotes if we had tricked the Phantom Legion. I can't be sure, of course. But subduing the false Sharron, getting information from him... Maybe he could even lead us through a labyrinth and we could ask him to create a better plan for us... In short, there are many risks, but also many opportunities. If we just do what they tell us, there's an 80% chance they'll betray us, because we won't be of any use to them after the quest.
Well, since the game is over, why not ask Revan?
Revan, if we had tried to trick the Phantom Legion, would we have been able to get cured?

Added 30 seconds ago
Ples, you don't need to write in gray anymore.
Where do we go?
Where do we end up when we save the world?
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#3794
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We can stop using gray for the text now.
Maybe Arс and I just like it...
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#3795
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Revan, if we tried to trick the Foglings in some way, would we be able to get a healing potion?
In my opinion, the question is not phrased correctly.
Correctly: Under what conditions do the Foglings give a healing potion (if they give one at all), and how is the fulfillment of these conditions checked? In this regard, did our plan have any potential (so far, it's just a draft, and no one has fully thought it through)?
 

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#3796
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Ment
In my opinion, the question was not asked correctly.
Correctly: under what conditions do the fog creatures give medicine (if they give it at all), and how is their fulfillment checked? In this regard, did our plan have any potential value (so far, only drafts, no one has fully thought it through)?
Come on, this is already some kind of extreme criticism.
Then, a correctly formulated question should sound like this: how could the characters heal themselves?

Added 1 minute ago
Under what conditions, well, we're not playing a computer game where a machine sets flags, but with a real person who can adapt to unexpected player decisions.
Where do we go?
Where do we end up when we save the world?
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#3798
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/ they should have continued

Be strong. Believe
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#3800
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It would have been better to continue, recover, and outsmart the Foglings.
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#3801
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Why are there so many discussions, negativity, and so on, but no one went to the hospital? It seems like we have a group of incompetent fools who can't take a step without their mentor, Aldric. I wouldn't mind a scenario where we ditch the werewolves and try to pull off a super-operation. Even if we died afterward. There are plenty of complex strategies and features in the game that make players nervous about every action. And overall, there are too many difficult puzzles. As a result, this leads to a lot of gray text and problems with roleplaying. In general, we should have started as free mercenaries, because with these "Iron Hearts," every action was full of hidden pitfalls. Either way, I'm sorry that the game ended because of the negativity among the players.
Графомания путешественника
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#3802
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Actually, it would have been better to start with free mercenaries, because with these "Hammers of Fate," every action had hidden complexities.
Anyway, our group would develop a certain reputation, if that's what you mean.