You know, I like being self-aware, and able to look at what we did. And I hope people learn to watch their own games and seek ways to improve or realize what worked well in the session. One thing I notice is our sessions do have a slow start, as we first step into the skin of a new character. And we are learning who each other is... so there is more dialogue between us to start. One we know a bit more of each other and settle, we can roll with what you (Crispy) bring into the scene. 14:45 Like a movie, everything is slowly revealed by the characters for the audience (and other players) our purpose, what our plan is, no exposition needed. I prefer this gradual 'peel and discover' over text blocks being read-out. What's cool about our backdrops is it looks like different camera angles of the same environment (except Max and his black background) People watching may be confused on why we just don't ask the GM directly "how much water do I have?" may sound easier... but it does break your in-character perspective. Crispy is not a Floating head in the air following us. The GM in our games are invisible and describes the general surroundings of our characters. I recall, the rules on skill checks promotes non-rolling for mundane. I like this, I use this in Traveller, just gauging with the level of skill on the character sheet. I usually default to describing the energy I create, I'll describe my effects but I'll let the DM determine the NPC's reaction (as I don't know how devastating my spell was) ... I thought the way we did it, worked, and I liked it.
Great video. I hope there will be more Tweakers in the future, having the players' input is a great balance to these critiques, as we can quickly become too patronizing of ourselves. Incredible respect for your craft, crispy. If you have any tips on how to expand my own vocabulary with such eloquent and flowery language you regularely deploy in your games, please teach me. Its an incredible skill for mindacaping and every GM can profit from becoming more evocative in their narrations.
@@Tablerunner Haha, such is the nature of language! Inventing words to describe a concept or paint a picture. But it needs people to understand that word and use it in their common speech. That's why we can have highly educated people talk about a very nuanced topic, and John Smith doesn't understand anything he's saying. The art of talking is bridging that gap with the person you're talking to.
Enjoying this series and character a lot. I think this might be our best game yet!
I think so too!
You know, I like being self-aware, and able to look at what we did. And I hope people learn to watch their own games and seek ways to improve or realize what worked well in the session.
One thing I notice is our sessions do have a slow start, as we first step into the skin of a new character. And we are learning who each other is... so there is more dialogue between us to start. One we know a bit more of each other and settle, we can roll with what you (Crispy) bring into the scene.
14:45 Like a movie, everything is slowly revealed by the characters for the audience (and other players) our purpose, what our plan is, no exposition needed. I prefer this gradual 'peel and discover' over text blocks being read-out.
What's cool about our backdrops is it looks like different camera angles of the same environment (except Max and his black background)
People watching may be confused on why we just don't ask the GM directly "how much water do I have?" may sound easier... but it does break your in-character perspective. Crispy is not a Floating head in the air following us. The GM in our games are invisible and describes the general surroundings of our characters.
I recall, the rules on skill checks promotes non-rolling for mundane. I like this, I use this in Traveller, just gauging with the level of skill on the character sheet.
I usually default to describing the energy I create, I'll describe my effects but I'll let the DM determine the NPC's reaction (as I don't know how devastating my spell was) ... I thought the way we did it, worked, and I liked it.
Thanks for sharing your reflection Rick!
Great video. I hope there will be more Tweakers in the future, having the players' input is a great balance to these critiques, as we can quickly become too patronizing of ourselves. Incredible respect for your craft, crispy.
If you have any tips on how to expand my own vocabulary with such eloquent and flowery language you regularely deploy in your games, please teach me. Its an incredible skill for mindacaping and every GM can profit from becoming more evocative in their narrations.
You are very kind Z. Ironically, what you list as a strength is perhaps the cause of the confusion in parts of this session!
@@Tablerunner Haha, such is the nature of language! Inventing words to describe a concept or paint a picture. But it needs people to understand that word and use it in their common speech. That's why we can have highly educated people talk about a very nuanced topic, and John Smith doesn't understand anything he's saying. The art of talking is bridging that gap with the person you're talking to.
Even after watching I think I don't fully grasp what's a "High resolution character", could you explain it a bit?
I should make a video on what I mean by that expression. I don't provide any explanation in this video.