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Post by tomasina on Feb 14, 2007 10:50:09 GMT -5
ozbot.typepad.com/spideyguide/Happy Valentines Day everybody! Keeping true to our word to release the latest section in order to provide a romantic night of MURPG for you and your significant other. So cancel all your dinner reservations, setup some candles, grab your stones, and download the released adventure using the following link: ozbot.typepad.com/spideyguide/SMGadventure.pdfChances are, if you've been running MURPG for a while, you've had a few adventures around New York City already. But with the all-new Unofficial Spider-Man Guide, you've seen all kinds of heroes, villains, teams, and locations associated with this heck-of-a-town, leaving you hungry for a bigger bite of the Big Apple! Fret not! Here's an adventure specifically designed with the Spidey Guide in mind, guiding your players through the highlights of New York, as well as its low-lights and everything in between! Enjoy the new adventure and please provide us with your feedback as it helps us improve this and future releases. Thanks again to all you for your continued support... we look forward to hearing from you. Tomasina ozbot.typepad.com/spideyguide/
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Post by malice on Feb 14, 2007 13:30:44 GMT -5
Nice work! I think I'll run this one here at school. Glad to see Venom and Carnage in the action.
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Post by Lord Zack on Feb 14, 2007 14:52:38 GMT -5
My first impression is that this a bit railroady.
Edit: Yeah, it is very linear. Saying that "this will happen no matter what the players do" is bad DMing. You should let the players make they're own decisions.
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Post by madtitan on Feb 16, 2007 10:09:33 GMT -5
Who says it has to? Your the one running it, if you want to bend the rules as to what works for you, do so. And the last time I checked this is a Marvel Universe game and there are no DM's. I think they are called a Game Master? But you can call them GM's. . Then again some things in life are not fair and maybe once in some players lives they NEED to not have a choice as that creates drama and causes the players, (if they are really good and able) to step up to role-play through it and be good sports about it. Lots of people get railroaded in real life so what is the difference? Art imitates life and personally I like this and will run this will a group of mine soon enough. Very good work and I look foward to the Spidey books completion. Keep up the good work.
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Post by Lord Zack on Feb 16, 2007 12:36:10 GMT -5
I play D&D often, and so I often use the D&D specific term DM instead. I dont see anything wrong with that, they mean the same thing. I did mean to say GMing, though.
That being said, my point still stands. The adventure is written so that certain things will happen and theres nothing the players can do about it. For example in Mission 2, Scene 3, it ays that if the players try to escape Code: Blue, they will be tranquilized. What if they have a higher agility and manage to teleport away? What if they have a high defense? The adventure does not adress these things, it just says they get taken out, go straight to jail, do not pass go, do not collect $200. Also in Mission 1, Scene 2, it says if theres a robot or self-contained lifeform, to have them split up. But you can't control you're player's actions. Mind you it could be difficult to do anything but what the GM wants the to do, but they should have a say in the matter. I like it as well and probably will play it, but I won't force my players to do anything they don't want to do. Just so you know, I'm not to trying to be rude or confrontive or anything, just putting in my two cents.
Now for what I like about the adventure. I like the Sixer weapons, they're pretty cool. I like the Dreadnought Robots, but I wonder how Hammerhead could have a robot with a Gamma Ray blast. Also, being robots, they need no mental defense.
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Post by tomasina on Mar 6, 2007 11:16:41 GMT -5
Thanks to everyone who has appreciated the adventure and has offered words of support, and praise. Thanks as well to those who have pointed out their concerns as we do appreciate your input and feedback.
We tend to agree with Mad Titan's point... as the GM you have the ability to change anything that you do not agree with. I do not believe I have ever run an adventure in which I have not tweeked the adventure in one way or another to fit the needs of my gaming group... and this adventure is no different. If it feels a bit railroady to you, simply add more plot choices to the base storyline, and then let them follow the path that they choose.
This adventure, like all adventures, must have a basic path that drives the story from beginning to completion... but this path can be easilly modified by you to create whatever story you desire.
Thanks to everyone for your comments and feedback, we truly do appreciate it. Titan, and Malice, we'd love to hear how the adventure runs at school, so please keep us posted. We haven't received an entry from you two in our bonus contest, have we? Please don't let the opportunity to win 20 bonus characters pass you by! You just might win, so be sure to enter today!
Thanks again to everyone,
Tomasina
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