The walnut/date pie was a success - similar to a pecan pie, but enough different that it's distinctive. Cassoulet is now the Infinite Pot of Leftovers, but I like it, so that's all good. The mushroom pierogi were an interesting experiment - I cheated and used the Very Non-Standard egg roll wrappers instead of dough, as rolling out flat dough is one of my least competent cooking skills. They were ugly but tasty - I really need to stop judging food by what it looks like, this is why I always think I don't like dim sum.
At the "wedding potluck" for Oath, the plotting-out-the-future wrangling after the wedding was a moderate success. It's a difficult balance between wanting to have hard choices in the run occasionally, and players who like wrangling hard choices, and the ones that don't, and the ones that like doing so but not in as much detail, and the ones who like wrangling as long as they win... well, it's an interesting dynamic, and one that's gotten to mostly-working.
At the "wedding potluck" for Oath, the plotting-out-the-future wrangling after the wedding was a moderate success. It's a difficult balance between wanting to have hard choices in the run occasionally, and players who like wrangling hard choices, and the ones that don't, and the ones that like doing so but not in as much detail, and the ones who like wrangling as long as they win... well, it's an interesting dynamic, and one that's gotten to mostly-working.
What was the middle part again?
Date: 2005-02-09 05:56 am (UTC)When I left, the distinction between players and characters wasn't clear, and it seemed that people were not making it clearer. It sounds like that changed, probably soon after I bailed. I would guess that the de-escalation was the result.
I don't understand not wanting to make hard choices. It seems like that reduces the game to a hack-and-slash. Why develop a character with a personality and then avoid any interesting problems?
Personally I'm a fan of a run where the players are not sure they're going to win. I like it when it feels like the GM would let a character die unplanned. The feeling of heroism is sharper.
I understand that this philosophy favoring the belief in mortality is personal, and I can sort-of understand why someone might feel differently, but the idea of wanting to avoid making the difficult decisions seems pretty lame.
Re: What was the middle part again?
Date: 2005-02-09 06:51 am (UTC)