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Yaztromo's Blackmoor Living World
#34
I think that the structure of the campaign (that is in general the same of the MMRPG, with many one-off adventures that may happen at the same time and impact the game world progressively more and more, as the characters become more influential) is what is working particularly well: as the adventures typically take a month or so to be run, you can switch companions and mix and match connected adventures with non connected adventures, mixing in sometimes a solo adventure, some other times an adventure with more characters forming a numerous group. This way you try always new combinations.

Then, I have to say that in general I found very good (and intelligent) players, able to tune themselves up to the way things are run, with more focus on action and on keeping the story flowing, and when they play they are never really kicking themselves forward, as the adventures are short and snappy and if at any time they want to take some time off, that's not a big issue.

WRT the adventures, overall, the sagas of the Redwood Scar and of Hadeen seem to be well appreciated and, WRT adventures for solos, Innuendo so far is considered number one, followed by Losing Focus: both can be dealt with by a single player doing a good investigation in an almost sandbox environment with evolutions linked not only to where you are, but also to when you reach that place and with very broad and in depth NPCs characterisation.
Personally, I also appreciated the way other adventures written for other settings can blend in Blackmoor with relatively small adaptations.
He's a real Nowhere man, sitting in his Nowhere land,
making all his Nowhere plans for Nobody.
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