Posts from The Empire of Reimia (3)
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Although the game ended prematurely for yet another time, I would say that it should be considered both finished and successful. Firstly, we all (I dare to generalize) enjoyed the game, secondly, we made good progress in the plot, and thirdly, the new format, which some modestly call an "experiment," in my opinion, was a real revolution in the campaigns, comparable in significance to "Shabettu" in its time. This is a natural, even historical process of moving forward – from the adventures of travelers and explorers, we moved on to the crucible of wars, in which new kingdoms were forged, then to the high ideals and political upheavals of the classical era, and finally, we discover the lives not of adventurers, not of heroes, and not of knights, but of ordinary, real people living in the real world with all its complex mechanisms, with friendship, enmity, society, and high politics. As it seemed to me, the players demonstrated an unprecedented level of role-playing – they created such well-developed, such vivid images of their characters that by the middle, it seemed to me that it was not the player controlling the character, but the character controlling the player – the hero makes decisions in accordance with his mindset, and the player, taking on the role of the writer of a novel, where the plot has already been set by the GM and the idea by himself, is only free to slightly guide it. You are all great, and thank you very much. You, players, are also game masters.All this does not mean that the old format is worse and no longer needed. It was simply a very positive experience, and I hope to see something like it or similar in future campaigns.
Revan deserves two thanks – the first for this game, where there was (albeit only in the first part) both high activity on his part and a successful idea (except for the combat, which is not only difficult for the player to perceive, but also, it seems, turned out to be too time-consuming for the GM). And the second, belated, – for all the games he has run in general. When we play campaigns, we don't just put on the masks of our heroes and go on stage in a theater with acting improvisation. We get the right to another life, in addition to our one earthly life. A life that can be lived as anyone. And even if it is short, even if it is incomplete, there will be more... After each finished, in one way or another, life of mine in the guise of my hero, I am sometimes sad, but I never despair, because I believe that there will be more. And every time my faith is not in vain, and every time I get the right to another one. This is a great value – the right to live, in addition to one's own life, also the lives of other people. And for this right, I thank such a generous demiurge.
e si ieu muoir, er mi grans deliuriers
otherwise, you'll just keep growing and growing, and in the end, you'll turn into a Hive creature and won't be able to defeat anyone.
Here, it's more gradual; through pain and hardship, you develop your character... Or you don't.
Even though the game ended prematurely for the umpteenth time, I'd say it should be considered both finished and successful.
Although I'm a little sad that I didn't personally participate in all these military operations, didn't try to save more people from the school, didn't shed a tear over the best teacher in the world, Muscari (I'll cry in my own epilogue), but still, it turned out to be a good story.
apart from the combat, it's not only difficult for the player to grasp, but it also seems to have been too time-consuming for the GM.
And in my opinion, there were imbalances. For example, despite the interesting defensive options (mines, barricades, etc.), the inability to set them up before a battle made them useless in most situations, especially for players.
The right to the first turn, combined with orders and tactics from commanders, made the first turn incredibly overpowered.
On the other hand, if you fix this as in the last battle, with snipers intercepting spam units and heavy weather conditions, the situation becomes reversed – it's only possible to counter the enemy by randomly guessing.
Nevertheless, this combat system is the one in which I first saw well-implemented firearms and military equipment. I first saw rear attacks and tactics based on them in this campaign. The very idea of commanders, who really change the course of the battle instead of just giving stat bonuses, looked great. I was really into all of this, because it was something new and clearly different from ordinary fantasy campaigns.
didn't shed a tear over the best teacher in the world, Muscari
Player characters.
In reality, the exp seemed to be oversaturated with NPCs, but none of those I know really stood out, nor did any of the teachers; and a rivalry between equal political figures didn't quite happen because Rinze is too imba.
I'll say that the mage, Yuki (possibly), and Kihrey are the first that come to mind.
saw well-implemented firearms
e si ieu muoir, er mi grans deliuriers
And there wasn't really any rivalry between equal political figures, because Rynze was too overpowered.
at that moment, Luciola was completely defenseless in terms of combat stats.
e si ieu muoir, er mi grans deliuriers
Contrary to popular belief, I actually liked the concept of Thiaral.
because I'm not interested in the "old" game format – time only moves forward.
Frankly, I'm not a fan of widespread firearms and modernity in general, but since we haven't really had such settings yet, a fresh idea might be better than tired old ones.
Regarding Rinze – if we go into comparisons and detailed analysis, we can end up with a depressing and uninteresting discussion, but in general, I can say that as a well-developed and interesting character, she definitely turned out well in your version. Of course, as with everyone else, I probably have my own ideas in my head about what rulers worthy of such achievements should be like, so the main thing here is to convey your idea to the players.