Prak the Mad
Mongoose
So, how many years of real time does one have to play RQ before they become competent in a number of things and get to be a "Big Damn Hero"? Right now it feels like we're "meaningless little peons that are vaguely more impressive compared to other meaningless peons".
We've played a handful of games, are just starting this system, and I've had two characters die, I'm just starting my third*. Meanwhile, two of the original trio are still on their first characters, my friend who joined a game after we started is on his second character, and the DM's SO has joined, and played for three games, and is now the resident plot hook generator.
So, the newest member is a trader and the two original characters and she have formed a company. My friend and I have been brought on as "prospective members" but are merely tagging along until we've "proved our worth".
This situation presents two problems for me... One, I understand the versimilitude and realism of doing things this way, holding the new characters at arm's length, rather than welcoming them immediately because anything else would be the dreaded syndrome of metagaming, but... come on, can't there be some contrivance? Two, we're bascially caravan guards... I don't want to play a caravan guard, I want to play an adventurer. I want to be thrust into dangerous situations that I can, provided tactics and character abilities, handle.
so, does the game ever feel like heroic fantasy? or is it always "moderately realistic fantasy"?
*I'm also starting to feel the old stigmata of "that guy who always dies" from my days of Wod, but...
We've played a handful of games, are just starting this system, and I've had two characters die, I'm just starting my third*. Meanwhile, two of the original trio are still on their first characters, my friend who joined a game after we started is on his second character, and the DM's SO has joined, and played for three games, and is now the resident plot hook generator.
So, the newest member is a trader and the two original characters and she have formed a company. My friend and I have been brought on as "prospective members" but are merely tagging along until we've "proved our worth".
This situation presents two problems for me... One, I understand the versimilitude and realism of doing things this way, holding the new characters at arm's length, rather than welcoming them immediately because anything else would be the dreaded syndrome of metagaming, but... come on, can't there be some contrivance? Two, we're bascially caravan guards... I don't want to play a caravan guard, I want to play an adventurer. I want to be thrust into dangerous situations that I can, provided tactics and character abilities, handle.
so, does the game ever feel like heroic fantasy? or is it always "moderately realistic fantasy"?
*I'm also starting to feel the old stigmata of "that guy who always dies" from my days of Wod, but...