They were fun, I liked having various options to pick from because even if something wasn't my speed there was a chance someone else could do something with it that made it more fun for me to tag into.
Dungeon requirements:
I honestly kept forgetting about it and had to make sure to get it out of the way early so I wouldn't be rushing for it later. The AC itself was easy to make, but I was always at risk of forgetting and trying to use it as bonus AC instead... I don't think there should be any need to keep two separate types of AC, especially when the group is already so small. The people who want to get involved in plot are going to make sure to be there with or without it!
That said, I can go both ways on the boss availability. If the lead-up to it was really harsh, I might want a breather, but if we're all still hype about completing the requirements, might as well ride that hype into the fight itself.
Impact as a player
I feel like my characters were definitely able to impact the course of the game!
Bonus system
I like the bonus system! It's a good incentive to tag around a lot. I also really appreciate that although the bonuses can be random, they can also be opted out of, since I like to have a bit of a handle on what situations my characters are facing to encourage them to grow this way or that. It's a good blend of introducing opportunities I wouldn't have thought of normally while still ultimately giving me the control to decide if I want to go through with it or not!
Plot clues
I think on one hand while it's nice to ask questions and get answers, it can also be pretty tough to come up with relevant questions all the time. So with that said my poor tired out brain prefers investigative plot clues but I CAN GENERALLY ROLL WITH WHATEVER.
ALSO REGARDING POKESPE since people can be potentially traveling at different paces and whatnot, are there any ideas of how to keep people interacting when physically they may be far apart and the group is already tiny?
no subject
They were fun, I liked having various options to pick from because even if something wasn't my speed there was a chance someone else could do something with it that made it more fun for me to tag into.
Dungeon requirements:
I honestly kept forgetting about it and had to make sure to get it out of the way early so I wouldn't be rushing for it later. The AC itself was easy to make, but I was always at risk of forgetting and trying to use it as bonus AC instead... I don't think there should be any need to keep two separate types of AC, especially when the group is already so small. The people who want to get involved in plot are going to make sure to be there with or without it!
That said, I can go both ways on the boss availability. If the lead-up to it was really harsh, I might want a breather, but if we're all still hype about completing the requirements, might as well ride that hype into the fight itself.
Impact as a player
I feel like my characters were definitely able to impact the course of the game!
Bonus system
I like the bonus system! It's a good incentive to tag around a lot. I also really appreciate that although the bonuses can be random, they can also be opted out of, since I like to have a bit of a handle on what situations my characters are facing to encourage them to grow this way or that. It's a good blend of introducing opportunities I wouldn't have thought of normally while still ultimately giving me the control to decide if I want to go through with it or not!
Plot clues
I think on one hand while it's nice to ask questions and get answers, it can also be pretty tough to come up with relevant questions all the time. So with that said my poor tired out brain prefers investigative plot clues but I CAN GENERALLY ROLL WITH WHATEVER.
ALSO REGARDING POKESPE since people can be potentially traveling at different paces and whatnot, are there any ideas of how to keep people interacting when physically they may be far apart and the group is already tiny?