The Dresden Files > DFRPG

Playing Spirit of the Century - Your Experiences

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iago:

--- Quote from: Whitestreak on April 01, 2007, 07:35:19 PM ---Well, I've ordered Spirit - the Paypal went through last week. Any ideas on how long it'll take to receive it in the mail?

--- End quote ---

It's probably coming via priority mail from Wisconsin, shipped out on the first available business day.  So... about that long. :)

Whitestreak:
From Wisconsin?!?

My heavens - I didn't know it was coming from a foreign location! ;D (I'm in Sacramento, CA, so according to local law, anything outside the state is sorta foreign...)

Seriously, less than two weeks is pretty good.

Corbin DeBec:
here's a pretty good review/summary of SOC http://www.rpg.net/reviews/archive/12/12619.phtml  I see some have seen it before lol

Corbin DeBec:
Just got back from out first SOC session, and it went very well, still had to get adjusted to the new style of play but after we got going it went smooth.  The initiative rule took some getting use to compared to other games, although we didn't do the optional rotating positions.  also a mistake I made and some of you may avoid is don't use a fate point if you have rolled exceptionaly well it may be over kill and you'll miss the fate point later.   And as a friend relized you need to broading your aspect so the GM can call upon them and you gain fate points during the session.   To much of a good thing i guess.   Still gonna list my aspects and explain how they came into play later but maybe the GM will chime in and explain the adventure a bit.

Hexmaven:
Well, I ran Corbin and another friend through the first SotC adventure in the book.  Of course, I tweaked it here and there.  One of our guys was playing Dr. Ray Gunn . . . scientist and Corbin was playin' Mike "The Cashier" Green.  Mike had accompanied Dr. Gunn to a science symposium in Switzerland . . . mainly as security since Dr. Gunn is occasionally targetted by nefarious indviduals.  The short and sweet of it is that after the heroes arrived at the ski lodge where the symposium was taking place, things got complicated.  Scientists begin to go missing and they must investigate.  I'll stop there since other GM's might want to run the adventure as well.  Don't want to spoil it for anyone else.  But I will say that the heroes were victorious and a little battered after the adventure.  There were some clever uses of universal gadgets and remarkable gun-play with a Tommy Gun of Holy Vengeance.  I'm still learning the rules so there were a few lulls while we tried to hammer down some game concepts.  But overall the game went smooth.  It's a little hard to get used to compelling aspects of the PC's, but towards the end of the adventure I'd started doin' a lil better.  Like Corbin said though, when you create an aspect try to make it two-fold.  In other words, make it useable but at the same time leave room for it to be problematic.  I'm looking forward to the next game I run.  Hopefully I'll do better GM'ing.  Game On!
 

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