Session 20: Player Thoughts
Well after a long hiatus, our group was finally able to get together and resume right where we left off. Our lengthy pause was to give Bob some time to adjust to becoming a papa. Something his character Gustav will also likely do at some point. During our time away, we were able to continue a little roll-playing through emails back and forth. It was because of these, in the beginning volatile, then near the end: civil, exchanges that had Gustav and Crimson finally seeing the common ground.
Whereas session 19 nearly saw these two characters on the boiling pint of a rapier blade, we now had quite the different story. Such was the session as well. I think I can quite candidly admit that Crimson took center stage in session 19. In session 20, it was Gustav’s time to shine, with some great production from Garland. I have settled on my character being a diplomat to demons and other enemies, even saying so out loud to one of the ape demons we met, after he questioned my place in the group. This past adventure saw our tribe of four in need of hunters, rather than talkers. So I stepped back and watched in satisfaction as my friends rolled those critical threats, and wiping the sweat off my brow as Gustav-turned-demon missed killing me on several occasions. You will have to wait for the summary posting by Bob for all the details on that though. My fun was actually negotiating some of the battles. Both the initial starting point, and the outcome, should they fall in our favor. I’m hopeful that those skills will help in our next challenge as I’ve a fragmented plan on what I want to do.
When five o’clock rolled around, signaling the end of the day for us, I think everyone truly felt that it was worth the wait. Garland had been able to use his spring-attacks every which way, Gustav had super criticaled on many an occasion and I simply blessed and negative energied when I could. We only had three fights, but this was more than we’ve had in a long time. Each one was very challenging, but each one we worked as a team to get the job done. I hope no one thinks I’m being cheap with my new fade into violence feat, but it’s my hope that I can use this to better help the fighters using (finally) level 2 non-combat cleric spells, and the aid- another action. And considering that next session we’ll be starting with our biggest challenge yet, I hope to help out in any way I can as Crimson’s fighting skills are no match for the task.
One thing I think that made the day even more fun, particularly for our DM, is that our uniqueness really shone through. I’m sure other people who have gone through this adventure, never would have gotten to a point where the realism of the situation would have the players conversing with the demon apes. A good party would have left twelve evil creatures in their wake, before meeting the final boss. We, on the other hand, were basically allowed to go to the final boss and demand a challenge. Heck, we had ape demons teleporting us wherever we wanted to go on the isle. This was thanks to the 10 crew sacrifice my character offered them, something which I still have Crimson insisting she had offered only 3.
I think our party really does make life interesting for the DM. The reactions and behaviors of everything we’ve met have been pretty realistic, as any good DM would have played them. When a DM forces a story along, it shows and it bites. When you let the campaign flow around the PC’s, its fun and unpredictable for everyone. It’s a fine art form that our group has really developed over the last couple of campaigns, and it really comes out in how awesome they’ve played through. So even though we’re playing less and less these days, the quality of roll-playing and campaign building continues to improve even more.
Whereas session 19 nearly saw these two characters on the boiling pint of a rapier blade, we now had quite the different story. Such was the session as well. I think I can quite candidly admit that Crimson took center stage in session 19. In session 20, it was Gustav’s time to shine, with some great production from Garland. I have settled on my character being a diplomat to demons and other enemies, even saying so out loud to one of the ape demons we met, after he questioned my place in the group. This past adventure saw our tribe of four in need of hunters, rather than talkers. So I stepped back and watched in satisfaction as my friends rolled those critical threats, and wiping the sweat off my brow as Gustav-turned-demon missed killing me on several occasions. You will have to wait for the summary posting by Bob for all the details on that though. My fun was actually negotiating some of the battles. Both the initial starting point, and the outcome, should they fall in our favor. I’m hopeful that those skills will help in our next challenge as I’ve a fragmented plan on what I want to do.
When five o’clock rolled around, signaling the end of the day for us, I think everyone truly felt that it was worth the wait. Garland had been able to use his spring-attacks every which way, Gustav had super criticaled on many an occasion and I simply blessed and negative energied when I could. We only had three fights, but this was more than we’ve had in a long time. Each one was very challenging, but each one we worked as a team to get the job done. I hope no one thinks I’m being cheap with my new fade into violence feat, but it’s my hope that I can use this to better help the fighters using (finally) level 2 non-combat cleric spells, and the aid- another action. And considering that next session we’ll be starting with our biggest challenge yet, I hope to help out in any way I can as Crimson’s fighting skills are no match for the task.
One thing I think that made the day even more fun, particularly for our DM, is that our uniqueness really shone through. I’m sure other people who have gone through this adventure, never would have gotten to a point where the realism of the situation would have the players conversing with the demon apes. A good party would have left twelve evil creatures in their wake, before meeting the final boss. We, on the other hand, were basically allowed to go to the final boss and demand a challenge. Heck, we had ape demons teleporting us wherever we wanted to go on the isle. This was thanks to the 10 crew sacrifice my character offered them, something which I still have Crimson insisting she had offered only 3.
I think our party really does make life interesting for the DM. The reactions and behaviors of everything we’ve met have been pretty realistic, as any good DM would have played them. When a DM forces a story along, it shows and it bites. When you let the campaign flow around the PC’s, its fun and unpredictable for everyone. It’s a fine art form that our group has really developed over the last couple of campaigns, and it really comes out in how awesome they’ve played through. So even though we’re playing less and less these days, the quality of roll-playing and campaign building continues to improve even more.
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