and imo the issue with cannon was not even that it mattered, I just think it was the driving issue of why he felt the need to overly script some stuff, and get all flippant about which campaigns were "real" or not
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Replying to PhrogDor #froglandus2 I honestly wanted more interpretation of the character's looks. I prefered seeing fan art over official art. Plus RadioActiveK's OG art for the side characters being sorta what the community accepted was a sort of nice grass roots thing to see (edited)
Replying to Tecado #tecado When random character from buttfuck plot irrelevant campaign #15 appeared I was like "yooo that's bubblefuck the wizard"
Replying to PhrogDor #froglandus2 I think there are times for more story, but railroading it as hard as he did was a bit much. I think doing so for mechanics sake is what boned the show the most. I became so that combat meant nothing unless deathrolls killed you as they were the only way to effectively do so. Season 1 was always high stakes. I already elaborated on survivability for a show's sake finding some balance with season 2 mechancis. But I think the fall of dundinwhatever was another good example of player characters or their set ups being interesting. It was an amazing point of chance that Milbee dies and has a bear to essentially be his character the rest of the campaign. You don't really get odd stuff happening like that if it is hard railroaded. But the context it was set in as the characters being guards made the more restrictive set up make more sense. Rather than being a little more creative with settitng the scene it drew mostly off nostalgia and heavy railroading conclusions
Replying to Phijkchu_Pikachu #klombak Somehow, against all odds, we have gained a selection of people that Rob chat is 10x more active that any other chat for the first time in many years
Replying to LavaLord #aethirmordu See, I don't disagree with the assessment that it didn't need more mechanical upgrades to it but... Okay, I'm in a longform game with a rotating character cast, and it updates like every 2 months with new items, rules changes, character options, etc. It keeps things fresh to change things. (and on a personal writing project side, I've revamped my own setting lore like 17 times over 20 years) Sometimes it's just a matter of never being satisfied with something that's good enough, and at times that results in a net negative.
Replying to PhrogDor #froglandus2 Tbf I have had it pent up for a smidge too long lol