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5:00 AM
Session 0 is where you discuss the campaign, themes, group dynamics, and do your character creation.
 
Ben
The thing is though that you need time to set a foundation. Create your characters, why are they here, what the world is like, how the players (may or may not) incorporate into the storyline from the get go.
 
Session zero can also include some light gameplay
 
could I do that round first, and then a session 0 (sort of an in media res beginning then flashback)
ah that's a good question in itself: is there a way to create a session where the gameplay gets the players to develop their characters-
 
I mean, session 0 is where you should be creating the characters
 
@Regress.arg if it is short enough you could incorperate it into a session 0. But you need to make the characters first
 
5:01 AM
(or I should say is often the tool used to create characters in 5e)
 
Oh I just remembered! In my current writing for session 1, there's an extended period where the program coordinator has the team run through some icebreakers, where I planned on getting people to answer questions about where they came from
 
The point of session zero is to gather the players and establish stuff like: This is the kind of game we will be playing. These are the characters we will be playing. These things are what we want to see / don't want to see.

There's like 1000000 zillion ways to play D&D, and it's crucial to get everyone on the same page before the campaign gains momentum.
 
you know, in the fashion of any non-profit orientation session
ah
 
@Regress.arg That's a good session 1 idea. Get them talking to each other in character. Session 0 is about talking out of character though
 
how long would that process take?
or rather how long does it take on average
 
5:03 AM
@Regress.arg with a new DM and new players? It could take a while. It varies greatly honestly.
 
Ben
3-6 hours... depending
 
Oh man the star bar is full of ones
 
Oh you're killing me here
 
@Regress.arg Depends on the group. I'd allow 2-3 hours if you are creating a full characters
 
@linksassin that is a minimum IMO
 
5:03 AM
Christ on a cracker! ok is there any prep I can do in the meantime to help streamline the process?
 
don't expect it to go faster than 2 hours for sure.
 
@trogdor We know. Already discussed it.
 
Yeah I scrolled up and am reading it
 
Ben
Character creation takes a couple of hours, depending on how many players you have.
 
Scheduling session zero should be as easy/difficult as scheduling any other session.
 
5:04 AM
@Regress.arg Read the question on the site about session 0. Like this one: rpg.stackexchange.com/q/105388/48759
 
@Regress.arg you could get the players talking about their characters to each other beforehand. Eg in a group chat.
 
If scheduling session zero is too complicated, then why expect time for a full-length campaign?
 
@Regress.arg Read the rules on character generation and try to secure as many copies of the PBH as you can. If your jurisdiction allows it, make copies for your players of the vital bits.
 
I have a session scheduled, but I sold it to the players as an actual gameplay session
complete with a teaser as to the events they could expect to happen
 
Could expect.
 
5:05 AM
But when did you expect them to make their characters?
 
I expected to go to each of them during the week
 
Hm, well,
 
But then what would they play with during session 1?
 
and have a session with each just talking them through expectations or what not
I have the scenario, setting, NPCs, etc written out
or rather, finishing my work on those
 
Expectations needs to be a group discussion IMO
 
Ben
5:06 AM
Well session 0 is just as much a group session as any
 
1 on 1 is not going to help
 
Having a bunch of separate 1-on-1s isn't a reliable approach to a cohesive player group
 
You can do the bonding part at the beginning of a proper gameplay session too, it doesn't take that long. Just tell them you'll do this and not fix up too much of a backstory before that
 
Ben
@MikeQ And take longer.
 
I'm mostly wondering if I should inform the players that the upcoming session is going to be entirely/mostly character creation
 
Ben
5:07 AM
@Regress.arg Yes
 
They are all on the same page as to the plot and where I want to go with this
 
Probably useful. Character creation can go quickly sometimes. And as mentioned above, if there's time left over, you could fit in some simple gameplay stuff.
 
Ben
Are you on the same page as to how they want to be involved?
 
@Regress.arg honestly I don't see any pracictical way around it. They have to create characters.
Otherwise they have nothing to play with lol
 
Right there's no question there-I'm wondering whether the character creation can be handled in multiple 1:1 sessions leading up to the session
and then spend Ann hour tying everything together before using the rest of the time on the episode 1 content
 
5:09 AM
Mechanical character creation can be.
 
You can create the mechanical character 1:1 with tve players if you want though. It's the backstory part where cohesion matters the most
 
ok bingo
 
And the mechanical part is the 2 hours part
 
Awesome
see that's the kind of answer I was looking for
 
Backstories are quicker to hash out usually. They don't have to be anything that big
 
5:09 AM
@Regress.arg 1:1 session can create the characters it can't get the group on the same page and discussing the things they need to talk about.
 
so backstory/plot stuff is collaborative
but mechanics can be 1:1?
 
Also D&D often assumes that the party can cover certain roles (frontliner, healer, skillmonkey, etc). Collaborative character creation can help the group find that synergy more effectively.
 
Basically, although you should try to get a degree of variety
 
@Regress.arg You can yes, it can be fun to work as a group on mechanics too though.
 
Stuff like four monks might be weird
 
5:11 AM
I suggest checking out the same page tool for question you should ask during s0.
 
one last question for the evening-expect me to swing back here a lot as X-day approaches-
 
Ben
Session 0 is mostly story telling. You have character creation, then you get into who each of the PCs are, how they know each other/met, what the world is like, and how the story starts. If you dive straight into gameplay, there's no world to play in, so they might as well all be blind, fumbling about looking for things to do.
 
It also helps synchronize player playstyles
 
The session 0 checklist is also good. In it there are a few question that should give you a hint as to why it is better to have this before/during character creation
 
Avoids the "Ugh I didn't realize that Raul was going to play a self-centered edgelord character, this is all completely different from what I expected"
 
5:12 AM
@Regress.arg You're always welcome
 
ok but to be clear, when it comes to asking a person (ok, what kind of play style did you want, where do you want to allocate your points, perks, etc) how much of that stuff can happen before session 0?
sorry initially it seemed there was a consensus that mechanical stuff can be addressed before session 0, and now it seems there's some dispute
 
Ben
@Regress.arg That's what should happen as part of session 0.
It can be addressed before session 0
 
It can certainly be discussed prior to session zero. But the meetup is where it gets finalized.
 
Oooof
 
@Regress.arg It can be done before, it is better done in s0.
 
5:14 AM
Er, "finalized" isn't the right word, someone help me out here
 
actualized
 
@MikeQ Ratified?
 
Either works, it seems you get the point
 
ok so I think I'm going to give everyone a primer before session 0, so that time during it is spent more productively
....and I'm going to do quite a bit of work writing enough 'stuff' that backstories can be cut from it
 
That could be useful. How many pages is the primer?
 
5:15 AM
oh god help me
 
Is it 1 page? Because 1 page is good for pre-campaign primer.
 
Uh...I've got quite a few notes I have to collate together
Oh I sent everyone a one page primer already
I just didn't realize that's what that was
 
Ben
When I make a character, I pick race, class, stat allocation and basic equipment
 
outlining basic NPCs, exposition, setting, potential motivations, etc
 
Pre-campaign primers don't have to be some formal publication. A page of floaty notes would suffice.
 
Ben
5:16 AM
That's if character creation happened before session 0.
 
Length and density is the important part. You wouldn't want to, say, have 5-10 linked documents, each of which is between 3-6 pages of paragraphs, bullet lists, and links to external wikia sites. Because players aren't going to read all of that.
 
In general, should I let the character creation ideas of the characters populate my world building
or should I provide a world to people to build characters within
 
Paradigm preference, either works
 
You build 50%, let the players build 25%, then leave the other 25% empty and fill in during the campaign.
 
@Regress.arg That is a matter of preference. I get my players to tell me about their hometown. I then put those places on a map and build a world around it.
 
5:18 AM
But don't go overboard with either
 
for instance, if someone wants to use elvish paradigms of the noldor from The Silmarillion and another person wants to use the elvish paradigms of those from Dark Sun, I'd be happy to be like "Ok, there are two competing Elvish cultures on this planet"
yeah pretty much
 
@Regress.arg That is something to discuss in s0. One player may be happy to use the other paradigms but didn't know the first player was using them. Or one may not like the idea of competing races and choose to play something else.
 
or if one person wants the typical Gimli bearded axe-maker dwarf, whereas someone else really liked the hyper nihilistic mad scientist Dwemer from Elder Scrolls
ah I see
right then that's enough for me to chew on. Y'all have been incredibly helpful
Good night from East Coast Timezone, be seeing you
 
@Regress.arg I also wouldn't worry about creating too much of the world before you start. Focus your energy on a starting location/mission. Make that big enough and long enough to last a few sessions at least. That will give you time to fill in the rest of the world as needed
 
Ben
ciao
 
5:21 AM
goodnight, glad we could help.
 
Ben
@linksassin Very true. Building an entire world for the players from the get go can be overwhelming. A town, surrounding area, and landscape are probably as far as you want to go first up. Bring other parts of the world in as they become relevant
 
@Ben Exactly, I stole my first town from the Pathfinder Beginner's box. Sandpoint came with a map, npcs and some plot hooks. I didn't follow it exactly but they were there long enough for me to decide what to do next
 
Yeah I'm reminded of That One Campaign where we could barely sneeze without getting a gesundheit from a named NPC with an extensive backstory and a quest to go with it
 
Ben
I had one game that did the exact opposite. the DM went into what the world was like, as in, the whole planet, as a part of the surrounding galaxy - the types of atmosphere and what sort of plants that grew... it was way over board with stuff that once gameplay started was completely irrelevant to the adventure.
 
This all felt very irrelevant too. Too much is too much
 
5:27 AM
Or the players don't know that these world details are just meant to be descriptive, and they'll get overwhelmed trying to keep track of everything
 
I think doing that can lead to rail-roading too. "But look I made all this cool stuff over here"
I will admit my world is way bigger than the players will ever see. But that doesn't matter. Next campaign will probably use the same one and they can find it then
 
The world can be big. But as for what the players actually see, the level of detail should be proportional to the scope of the PCs' adventure.
 
Ben
@linksassin There is nothing wrong with more than there needs to be. Just so long as it isn't exposed unnecessarily
 
Most of the worldbuilding is mostly for my own indulgence anyway. I only have detailed information for the places they might go to soon.
 
The particular issue in That One Campaign I had was that we were constantly being interrupted. The pacing was awful
 
5:35 AM
@kviiri Interrupted by NPCs? or out of game?
 
Ben
@kviiri That's my Saturday game. I hesitate to call it my "pathfinder" game for that reason
 
@linksassin NPCs, plot hooks, and such.
We had a session where we did literally nothing but investigate our plot hooks and ask about a dozen NPCs the exact same questions
Getting almost the exact same answers
 
@kviiri Out, sounds like a DM who didn't understand the concept of optional side quests.
 
@linksassin Oh they were optional, but in the way that works for CRPGs better than tabletops.
 
Ben
Our current campaign is like that. We have so many side quests, with one main quest that we are tyring to prevent.
 
5:38 AM
@kviiri It sounds like a s0 issue though. You were playing a different game to the DM>
 
@linksassin It was an issue I raised several times during the campaign but nothing changed
 
It is always a challenge to get the balance between side quests and the main quest right.
In my DMing I lean toward everything being connected to the main plot. I have enough going on I don't have time for them to get sidetracked with unrelated things. (Not that they know they are related till later)
 
Ben
Sidequests are:
- Catch the bad guys
- Rescue NPC
- Investigate impact of main quest
- figure out if time travelling guy from the future is still a problem
 
But in one of the games I play in we had been playing nearly a year before we even knew there was a main plot. We thought it was all episodic.
 
Ben
Main quest:
- Stop the BBEG from destroying everything before they arrive on the planet
 
5:41 AM
The GM was using the campaign book as a source of truth: if it says there's a mugging going on in a back alley when the players pass it, then so it shall be. Without concern for what said mugging might interrupt.
 
@kviiri TBH I wouldn't have a problem with that. Makes the world feel real. Time doesn't stop just because the players weren't there. Neither should it stop because they are. You can choose to walk away (if they don't let you ignore it that is a problem)
 
And similarly to dozens of other plot hooks.
@linksassin That's fallacious
The book already states the important stuff happens when the players are there.
 
From what I understand, kviiri's DM didn't really give the option to walk away from sidequests
 
He did, but that's not the problem
The problem is that there was a lot of them and each of them is a decision moment.
 
@kviiri I understand it was a problem for you. I don't think it is a problem for everyone though. I wouldn't mind a game like that. Sometimes I feel like we don't get enough decisions in the games I play.
 
5:45 AM
There's a mugging, what happens, like in real life? We discuss, we decide. Deliberate. Move on. Next plot hook. Discuss, deliberate. Rinse and repeat a few times. Notice you've spent a whole session doing nothing but that.
@linksassin I don't think you really understand the problem here, though
Ignoring a side quest (or not) is a group decision and having a barrage of those is a pacing nightmare. It's not about optionality of the quests: the decisions aren't optional.
 
Was it like Elder Scrolls Online sidequests, where the NPCs chase down the player to deliver some non-sequitur mission?
 
@kviiri Maybe it was an issue for your group. Not being able to make decisions quickly can definitely be a problem. The group I DM for have that issue but not the ones I play in.
 
@MikeQ Chase down, or stand watch at some corner, or just look suspicious so someone will want to talk to them.
 
@kviiri After you raised the issue the DM should do more to accelerate the decisions though.
 
@linksassin We had a problem regarding feedback in that group
I talked about it earlier but I don't want to use the chat search on mobile, so I'll recap a bit
 
5:51 AM
@kviiri That is a bigger issue, one that is harder to solve. Groups that can't communicate as problematic at the best of time.
 
We had an IRC channel where we had talks between sessions, and we would usually post after-session feels there quite often. Most often, me --- I'm was the most veteran player of our group.
 
Mar 20 at 6:39, by kviiri
I don't mean to reiterate the horrors of our CoS game again in full, so in a nutshell: I was frustrated between sessions, posted my feedback and suggestions on our group's IRC channel, never got a reply from the GM but the same guy always showed up to defend the status quo without addressing my specific complaints
^This what you're looking for?
 
Yyyep.
 
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@kviiri That sucks that the DM wouldn't at least talk about it.
 
5:54 AM
Another fairly experienced player subscribes to the pizza comparison: "Even when [RPGs] are bad, they're still pretty good." I kinda agree, but... that doesn't mean we can't have good pizza does it?
 
@kviiri That's an anology for more than just RPGs. How often in life to we not want to give up a mediocre pizza to get a good one because we fear having no pizza at all?
 
Bah. If participating in a game is more frustrating than not participating, then the rational decision is probably to leave, and find a more fun and productive way of spending that time and energy
 
@MikeQ Yeah. That wasn't really the case here: I enjoyed playing with them in most sessions, although more in spite of the game than because of it. Seeing one's friends is nice
 
@kviiri ...I have never found this to be a particularly useful analogy except in how it being really wrong usually applies to whatever it's used to defend also.
 
@BESW It's used to justify all kinds of toxic nonsense
 
5:57 AM
Toxic pizza is worse than no pizza
 
Also I've had really bad pizza.
 
Yeah, like, I've had pizza that does harm.
 
But anyway, that was a significant learning experience about feedback, micro-scale democracy and the strength of arguments
 
People who use the Pizza Defense tend to be people who don't believe that something can do harm unless they've been harmed.
 
I've definitely had horrible monster pizza
Got sick and had bad dreams
No joke
 
6:00 AM
@BESW "What are you talking about? Gun's don't hurt people, I've never been shot!"
 
I haven't died, therefore death is not real
 
@linksassin That's... not even the most egregious example I've come across in real life.
 
@linksassin eerrrg
 
@linksassin (after getting shot) "I mean, we shouldn't forget the bullet's role in all this! It's the real culprit!"
 
@BESW I can imagine plenty worse. But discussing those kind of people makes me feel a little ill.
 
6:01 AM
yarp.
 
Feedback needs to be actively collected. It should be given 1:1, not only as a public forum. Feedback shouldn't be up to debate --- proposed courses of action, maybe, but the problems shouldn't be dismissed.
"I don't have a problem with that" is not an argument, and it shouldn't be a "vote" for status quo. And voting is a bad idea anyway, in most cases
 
@kviiri That is a lesson I learned the hard way. I was leading a project team last year and everything seemed to be going well. No one said anything was wrong during meetings. Middle of the year we had anonymous feedback and some people raised issues. From then on I knew I had to ask for feedback 1:1 or people don't feel comfortable voicing their opinion for fear of getting shot down.
 
@linksassin Yea. These are not very obvious lessons, esp. in RPGs where you're used to doing things with your friends
 
It has proven useful at my table, I message each player once every few sessions to check in. Though I still struggle to get much out of one of them, that is a separate issue though.
 
6:17 AM
They are learning that kinda counteract the usual ideas of how we are social
 
True that, my wife and my sister are two of my players and the dynamic can be a bit strange at time.
 
@kviiri I love that part in Dragon Prince where the rulers are all "If everyone else agrees, I'll agree too" until the last one says "...that's not a decision."
 
@BESW That was a great scene.
 
@BESW Do you have the power to unstar messages? There's quite a bit starred by mistake
 
Which ones?
 
6:26 AM
Erm, impossible to know if any of them should be of course, but referring to this
2 hours ago, by Regress.arg
Oh sorry dudes, thought it was only preservinig
So ones from that conversation
 
Ah.
 
Merci!
 
Removed all the ones that didn't also get starred by someone else.
 
Thanks
 
Thanks for bringing it to my attention.
 
6:30 AM
I think chat isn't exactly as clear as it should be
Stars are indeed used for "mark for future use" eg. in Google services
 
Yeah, the Stack did a surprisingly good job on the chat design... and then never touched it again.
 
yeah
I never thought of how confusing this was after I had gotten used to the chat
 
6:53 AM
Interesting. I never noticed the remove another's star / see who starred it among the list of privileges that come with high rep.
 
I forget a lot of those things
mostly because I don't feel like I need high rep
 
It's not a reputation thing.
 
ah it's a room owner thing
 
I don't think anybody can see who assigned stars, but room owners and elected moderators can remove all the stars from a message.
 
yeah I assumed you just knew two people had stared something because,... there were two stars
 
6:56 AM
Quick lookup indicates that some tech-savviness allowed seeing who starred a message, but it was probably removed afterwards.
Savvyness? Ah, savviness, but just not in the dictionary.
 
The proper term is savviche
 
really?
 
No, savviche is a seafood dish, spelled incorrectly
 
oh
that's what happens when we can't hear the joke
XD
 
Yes I often forget that my style of humor doesn't always resonate
 
6:58 AM
well not just that
I actually have heard that before
 
@MikeQ if I had heard you pronounce it I would have gotten it
@BESW it's terrible but that makes it great
 
No, the seviche pun was pretty good. The resonate pun was terrible.
 
ah
 
@BESW Ah that was unintentional tbh
 
7:00 AM
I'm just not on my game right now
@MikeQ the kind that @BESW makes from what we both said
I was talking about how I couldn't hear you and you said resonate
@MikeQ yes, those happen, it's happened to me a lot, I blame the fact that @BESW is here to catch them when I do
:P
(not the fact that I seem to do it more often than I would expect :P)
 
@BESW I'm definitely missing the context (not being acquainted with the work under the title), but am curious what it is.
 
@vicky_molokh It's a new animated show, created by the same team behind Avatar the Last Airbender. Sometimes the writing is very smart.
 
The Dragon Prince is a solid show
Animation in season 1 is distractingly choppy, but I didn't notice the issue at all in season 2
Also: General Amaya is a great character
 
I wish Amaya got more screen time instead of the villain
LG shield paladin and possibly the coolest character on the show
 
I really appreciate that they don't subtitle her sign language or have people parrot it needlessly.
And yes, she's awesome. And probably the only character on the show who doesn't seem to be seriously messed up somehow.
 
7:14 AM
@MikeQ agreed on both counts
 
@BESW No subtitles is the best. First time I've ever seen really good inclusiveness of deaf characters.
That being said they have form, Toph was the same but blind.
 
It's interesting that she's the least complex character, even compared to the villains who usually get very little development in that kind of story.
 
Unrelated, this is the first time I've left a welcome message for someone with a gold badge. Don't often see that in the "first posts" queue.
 
@BESW that was extremely great
 
@linksassin It's the attendance badge (which was also my 1st gold badge)
 
7:16 AM
@BESW The creators behind ATLA and Dragon Prince can't be said to be typical for that type of show. Their villians are usually very well developed
 
@linksassin Well, Fire Lord Ozai.
 
@MikeQ I know but it's odd to see someone with a gold attendance badge that has never made a post.
 
@BESW it is a bit of a problem that so many characters are so messed up I think
 
@BESW Fire Lord Ozai wasn't a villain, he was a plot device. And it worked, because the show was supposed to be about the perspectives of these younger characters.
 
but not a huge dealbreaker
 
7:17 AM
@BESW Ozai was only the villian at the end. Like @MikeQ said. Zuko was the villian and he was the most complex character in the show
Even Azula was a deep and flawed character
 
Whereas Viren tries to be a character, but he can't because he's made out of tropes
So he either spews exposition, randomly draws villainous lines from a hat, or stares menacingly
 
@MikeQ I think you're being overly harsh. Viren was a good character originally
 
I dunno, Viren feels pretty legit to me. Everybody's a little awkwardly developed but he's not worse than most of the others; as of season two we have a very clear sense of his priorities and values and why he's convinced himself of his own righteousness.
 
He has become obsessed with protecting the kingdom even at the cost of his own humanity.
 
When he tells the gathered rulers that he's afraid for humanity's survival he's not lying.
 
7:21 AM
yeah I feel like they have made it clear he didn't jump to the,... nuclear option until he was forced to
 
He started out with an underdeveloped sense of compassion for people outside his own intimate circle, which is pretty common.
 
I think that was a big flag they were trying to wave "viren isn't just a crazy loooooooon!"
 
Viren genuinely believes he is the good guy that was forced to make hard choices.
 
not entirely convincing maybe but he had reasons for doing stuff at any rate
 
He doesn't have to convince you, he has to convince himself. I like it as an arc.
 
7:23 AM
But he had the power--both influential and magical--for that lack of compassion to escalate into wide-ranged Bad Consequences. And a combination of pride and addiction to power keeps him from seeing any way through but forward.
 
I feel like he turned too quickly to apparent villainy in season 1, though they did develop him a bit better in season 2. he has reasons for doing things but they kinda feel more like rationalizations/justifications than believable reasons
idk
 
Exactly; they are rationalizations. To himself.
 
Season 2 was definitely better. I'm looking forward to where they go with it.
 
@V2Blast I do feel like his escalations in season one did happen a little too fast
 
my point is that it feels less like he started out making good choices and took the wrong path, and more like he just made bad choices from the start. it makes him less sympathetic/understandable
yeah, that's what I mean
 
7:24 AM
He's so self-absorbed and hooked on power (political and magical), and so afraid of facing his own responsibilities, that he talks himself into rationalizing objectively terrible choices by projecting that fear outward.
 
He makes better choices in the flashbacks. I think there's more to him than we are aware of.
 
The awkwardness of the story's delivery of that concept is the same as its awkwardness with all the dialogue and character development: interesting and relatively nuanced concepts hampered by not having enough time/budget to do one or two more passes on the scripts before production.
You can tell they've got a new production pipeline for the show that they aren't really comfortable with yet, but they're settling into it.
 
also,... the thing he does with telling his two kids conflicting orders,.... I still don't actually understand why he did that
 
@trogdor I think it was to represent the fact he was torn which way to go
Part of him wanted to protect his kids but part of him wanted to sacrifice everything to save the kingdom.
Symbolism and stuff yeah...
 
@linksassin it wasn't quite that though,.. he wanted two things he could get together, but he made it harder and less likely to get those things by splitting those orders like that
 
7:28 AM
Anyway I'm off. As always fascinating chatting to you guys
 
@trogdor I think (a) he knows Claudia wouldn't be okay with Soren's assignment, and Soren couldn't handle two assignments at once; (b) what @linksassin said; (c) he's finally reached the point where manipulation and scheming has become its own reward.
 
maybe
 
@linksassin ttfn
 
Because a convoluted secret plot is something a villain would do? I dunno. Apparently I'm misremembering this character and need to re-watch both seasons.
 
but applying it on top of how season one had him escalate what he was doing to quickly, it feels a little unsatisfying
@MikeQ he told his son to kill the princes, and not tell his daughter, he told his daughter to get the egg at all costs, even if his son would die
 
7:30 AM
@MikeQ As I said, the dialogue is clunky. There are certain lines which are crucial to the character but get lost in bigger scenes.
 
I'm not against it if he had had more time to slip into what he is slipping into
but again, it feels rushed to me
especially because, again, all of his slipping in season one was a liiiitle too fast for what they are trying to do with him
I know they want us to understand that he thinks what he is doing is in some way reasonable
but my problem is that a lot of the things he has done, besides that point in season two at the end when he has actually exhausted all other options, has been too fast
in my opinion
 
Yeah, the scripts definitely needed some work with pacing.
 
I do think that part in season two was done extremely well, but it's taken away from by what they had him do before that
 
@BESW Agreed. All the ingredients are there, but out of order and out of balance.
 
I feel like, for example, he should have given his kids those orders later, (PS he has freaking dark magic, you can handwave that separate message after they had embarked)
 
7:36 AM
I do really like the magic system for the setting.
 
I do too
 
It'd probably make for a great Fate system.
 
USE IT
I realize they felt like they had to have him give those orders, because his kids had to catch up to the main characters at a certain point
but again
dark freakin magic yo
 
I dunno, I think being able to telephone people with magic would put a bit of a crimp on some of the plotting.
 
you can send a sinister, separate message to your two offspring to do horrible things by crushing magic butterflies, come on
 
7:38 AM
Sort of like how a lot of screenwriters haven't figured out how to avoid tension in horror movies without making all the cell phones die.
 
@BESW I'm not asking for it to work at any range
or for him to wait tooo much longer than they had him wait
besides, his daughter already does dark magic too, still trusts him for a long time, and would probably have been fine giving the magic orb they use to do the short range talky stuff to her brother for him to get a separate message
or you know, they could have waited just a little longer for it
I'm just saying, one of the things I think he should have waited longer to decide was ok was blithely murdering the princes
not only that but making his kids do it for him
 
yeah, that's definitely not an "early-stage villain" decision
 
@trogdor Why kill them at all? Why not convince them to join him, then rule as regent?
 
he supposedly cares a little for all four of those people
@MikeQ that too!!
I don't fully understand why, at that point, he thought he really really really needed them dead
 
It's one of the thorns I have with the show - too many secret motives. Sure, it means you get a GOTCHA BIG REVEAL moment, but until then, the character seems like they're just going through tropey motions
Like when he first crushes a butterfly, and then later they explain that's how his magic works
 
7:45 AM
I actually like that bit
but really, the reson I am frustrated by the stuff they do with Viren is partly because of that thing at the end of seaon 2
 
Yeah, until then he seemed like another power-hungry warmonger villain
 
they do that so well and I think back to his other actions and they are a mess in comparison
it could have been so much better
that all being said, I am looking forward to season 3
none of it was a deal-breaker but I did feel a little like venting about it :/
@MikeQ yeah, I didn't see a,... good reason for his escalations all the time
which I think they wanted us to see
well not "good reason" but "I totally think this is a good reason, dur hur" reason
 
@trogdor Right, there are hints that the writers want to portray him as a frustrated ends-justify-means character with sympathetic motives, but they don't back it up until late season 2
 
> Primal Magic. You are a magical creature born with the secret of a primal. Choose one of the primals, one skill, and one action type. When an aspect related to your primal is present in a scene, you can use your chosen skill and action to create magical effects. If you spend a fate point on the action by invoking a primal aspect for +2, you can also use a different skill or different action type instead (you may spend two fate points to do both).
 
@MikeQ yeah
I just wish they had taken him slower in season 1
anyway sorry, I can get a little intense about this kind of thing when I get into critique mode
 
8:01 AM
> Dark Magic. You can squeeze the magic out of primal creatures. Whenever you have an aspect representing a magical creature at your disposal, you may destroy that aspect to use Lore to create an effect any other skill could create, with a magical permission like doing it at a distance or unusually quickly. You may take consequences to add double the consequence's value to your roll when using this stunt; recovering from these consequences requires destroying a magical creature.
> Shield of Self-Involvement. You have armor:2 against mental stress unless the attack invokes one of your character aspects.
 
8:42 AM
lol
 
(Yes that means you either take two shifts less or two shifts more than the basic attack.)
 
nice
and it's definitely not too powerful because anyone can usually find one of those to invoke
but they also aren't going to be invoking against you all the time either
 
A major quality of Soren is that he's just there to waste everyone's time while Claudia gets stuff done.
I think this stunt reflects that nicely.
 
9:00 AM
4
Q: Does a druid starting with a bow start with no arrows?

Ryan ThompsonA druid's starting equipment consists of: (a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon Leather armor, an explorer’s pack, and a druidic focus So, it seems that I can take the "any simple weapon" option and select a shortbow. However, t...

 
9:35 AM
@BESW I sorta wish he had more going for him but then I guess he would have to be pretty different
and at the very least I think he is quite effective comedy relief
 
9:57 AM
I did like Soren's character development in season 2
 
Yeah, I really liked the sibling dynamic at the end there and how we saw more of each of their underlying values.
 
yeah
it's just that he feels slightly flat to a degree
at least in comparison to other characters
 
Soren, General Amaya, and those two guards who bet on whether Queen Sarai would disarm King Harrow during their sparring match.
 
lol
those two guards got loads of development
:P
but yeah Amaya is mostly just a badass
she's extremely cool but we don't know much about her other than her job and her family relationships
 
10:17 AM
but she doesn't have as much screen time as Soren
so I feel like that's a partial mitigating factor
 
10:47 AM
@BESW Same
@trogdor The show seems to leave most of its awesome developments for the finale episodes, which kinda sucks
It's enjoyable, but needs more mid-season drastic development
 
How's it going, everyone?
 
Work: forcing an NGUI thingy to behave.
Hobby: finally played through a session where I got to play a reasonably-intelligent-but-not-self-aware AI and present its quirkiness to the party; this is hard (totally unlike usual characters) but so much fun; also managed to pull off some philosophical discussion while maintaining a depersonified PoV.
 

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