@VulgarKitten said in Mass Effect MU*?:
@Godot said in Mass Effect MU*?:
@Roz It beats the slow death. I think Elendor is still online. There's just no one there.
Which makes me legit sad
Me too. You never forget your first.
@VulgarKitten said in Mass Effect MU*?:
@Godot said in Mass Effect MU*?:
@Roz It beats the slow death. I think Elendor is still online. There's just no one there.
Which makes me legit sad
Me too. You never forget your first.
I apologize for vanishing.
I left the the hobby altogether. I was waiting for burnout to fade before diving back in, and it never did. Not for a year, anyway.
All of you in NEXT deserved better, and I am sorry I left you adrift.
On-topic: the limitations of a mature game are real, and finding a meaningful-feeling niche can be difficult.
The bottom line for me is that Trakata and Malacia were even-handed staffers.
I shared the worries others had when they were elevated to wizard. Giving greater authority to already-important PCs can be a terrible mistake, but those fears haven't been born out by my experience. The game isn't their playground. They're working to do right by their players.
I recommend trying Dawn of Defiance out to see if it's a fit for you.
@ganymede That sounds fantastic.
There are people allergic to coded systems directly affecting the environment, but I am not one of them.
I'll echo what @Roz said, in different words - the Mass Effect experience is a power fantasy. The form it takes varies, but it tends towards flashy, extreme competence.
I played on Alpha & Omega briefly, and taking the Multiplayer archetypes as the template for PCs was brilliant. It reduced complexity. It meant having three or four Special Tangible Things that mattered in fights, but they could also be touchstones for your character's history and personality.
It ended up being more than just combat moves. It became like 13th Age's Backgrounds-as-skills and a character's One Unique Thing combined. It seemed so to me, at least.
I suggest that working out an arsenal of "powers" within the FS3 framework and giving PCs freedom to choose 3 would grant instant familiarity to players and yield benefits of wider importance than adding combat options would appear to do, especially if they're emphasized within a character sheet as defining elements.
I recognize that would add considerable work, even if many powers could end up being flavors of the same FS3 effect, but I thought I'd put a bee in your bonnet about their usefulness for characterization and inspiration.
@Roz It beats the slow death. I think Elendor is still online. There's just no one there.
@ganymede Your betrayal will not be forgotten, Earth-clan. fsshh And we have powerful friends.