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10-13-2012, 05:51 PM | #1 |
Lakitu
Join Date: Feb 2010
Posts: 4,648
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Rise of Alandria: Reboot Interest and Discussions
Ok, first off I take full blame for shutting down Tales of Alandria. I was impatient and it was ridiculous for me to expect anything tangible within a weeks' period of time (even Teal Mage struggles with his once-a-week schedule, and he's all hardball about rules). If nothing gets done for a month at certain points I'll still stick with it.
Now the main issue to address is that I was a bad GM in other ways, specifically design for a system that was needlessly complex, made with the full intention of "RPGs need this shit yo" which obfuscationalizated stuff and raised the required effort too much. First change, I'm throwing out the whole "run the item shop because that's a thing you're supposed to do" system. I understand that a lot of what an RPG is about is how much direction you give to the players and how much of the direction do you leave for them to decide. So I'll bullet out the main changes.
This is an interest thread at the moment since I'm not solid on what I want in terms of character generation yet. I will probably allow for ToA PC's to be recovered by their respective players, but their stats will need to be rebuilt. What I really need is your input on this? What ideas do you like? Any suggestions to expand certain aspects? How much control would you guys like to have over different aspects of the gameplay? How much freeform do you want? This will help me make a better game and give me more perspective so that I become a better GM. Last edited by Aldurin; 10-23-2012 at 01:48 AM. |
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