![]() I lose a character anyways, and my other characters have to escape. If you fail that check, Give me a choice for a character to make a heroic sacrifice and selflessly lunge at the king, dying in the process, forever remembered as a hero. If successful, we can let the player fight a dual to prove they are worthy of peace, you get to fight the big guy still, but less monsters. It could be a dead end, but it gives the player enough agency to act toward their goal, but it would be better to have a chance of success based on a charisma check. ![]() At least give the player an option to actually parley during the parley. So the resolution should allow the character to act towards those goals. Some people think we should attend that parley cause we might be able to work out an agreement, some character want to go in to cut the head off the snake. The beginning of that chapter, a comic strip clearly explains our characters motivations. Railroading and meta-gaming are big no nos in cooperative story telling, and completely break immersion. If even though my character did not suspect a trap, but i prepare for a trap anyways cause I read the campaign book, and knew a trap was coming, that is call meta gaming. And if I knew it was a trap, but I have to walk into it for story reason, then I am no longer in control of my character, I am just along for the ride. That is the lack of agency I am talking about. It's a trap as expected, which means you have forced your players to walk into a trap. I'm not really sure if you can get it in a later fight during campaign. There's also a *sweet* artifact bow on The Prophet that you can get if you sacrifice a turn or two to take them down first. And there's always an option of sacrificing someone by leaving them behind to tie enemies with fighting while faster members flee, heart-wrenching, but adds to the drama of the story. The escape sequences are hectic and require players to prioritize differently, enemies are wary of walking into guarded areas, hunters can take potshots, but the priority is to, well, run. The choice is quite important and comes up later, I'll leave it at that in case you'd be willing to give the campaign another go after all. Originally posted by DNLH:Can't really tell you anything aside of I didn't mind it that much, as expected, it was a trap, it's not the first time that heroes have to flee, it's not the first time even in this campaign that it happens. A trust has been broken between player and DM and is really sucks cause I really liked the game. I really liked some of my character, and the story they have gone through, and to see them thrown down the drain with no agency really hurt. I played through this campaign twice already, and I am not sure if I can go through it again. From a game play perspective I can't really image worst choice you can make. So the entire thing is just dragging my slow warriors getting hit from all angles and their turn taking 2 mins until i am dead. Also there was no hint that this mission would be an escape mission, so you don't know to prepare differently or spec differently for it. No choice there impacted what I cared about and work towards then ending to achieve which is more peace for my land, and a happiness of my characters.Īlso you realise your game design does not really handle escape sequences really well right? If is fundamentally different game play style from you core game loop, so not only are our characters not spec for the task, player are less familiar with game play. At the climax of the chapter, you force the player to make a choice that is completely unrelated to central narrative of the game we just played though. This is literately Mass Effect 3 ending choices all over again. TPK again, wasting another 5 hours of my life. I thought might have made the wrong choice and a more interesting outcome would be if one person took up the offer (perhaps sacrificing herself to land a fatal blow on the Deep King.) Nope, a big ♥♥♥♥ you, now you get to play the same unsatisfactory escape sequence again, but missing my best fighter. ![]() So i played the mission again and got there 5 hours later. I am a set in stone player, so I got there once, refused his offer, and died on the escape, because i was so baffled by the abrupt story turn, I did not realise i had to escape until it was too late. ![]() There was no option to attack the deepking, wounding him leading to the escape sequence, we just let him walk away, and then start running. And when we got there, we were given neither options. The entire premise of the mission was we are going to parley with the Deep King, possibly peace offer, possibly assassination. But seriously who wrote the deepking's offer? What were you thinking? Everything about the game has been wonderful so far. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |