This weekend, I finished up my "pitch" game of Magic World; character creation, 4 sessions spent defending Lashingport (the big cosmopolitan trade city) from invading orc pirates and their Fey allies.
I had only meant to have a test run, since I am technically poaching another GM's group. However, once I announced that we had done what I had planned, and could transition back to the GM's game, none of the players (even the other GM) wanted to. They like their characters, the system, and the setting.
One thing I've noticed is that all of the characters are distinct, and have their own rules sub-systems they interact with. One sorcerer is building a Magician's Staff, and another is trying to decide between enchanting a suit of armour using the Demon Rules from Advanced sorcery, or creating a familiar.
They've contributed setting elements, and constantly suggest good plot hooks. And they're usually at the table, ready to play, before I am.
The group/game/GM combination seems to really work out. I feel like I can run this thing until the wheels fall off.


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