Ancestor Rate

January 14, 2018

While it may never come to pass that an all ancestor, all the time campaign is run, I might as well see what I think about the ancestors so that I can make decisions on any PCs/NPCs I create.

When I reviewed Great Clans, I did some ratings for those ancestors.  But, for the first time, I will put it all together and spew ancestor thoughts for the ancestors in the three books where they are concentrated:  core, GC, Secrets of the Empire.

Comments:  I’m not going to bother with Spider or clearly NPC ancestors, like monks.  My overall rating is kind of irrelevant, as it’s just an average (rounded down) of the other two, but it gives me something to think about.  Desirability, of course, is all that really matters.  You can come up with your own feelings on how much you like what an ancestor does.  More comments after.

Ancestor Cost (Pts.) Effective (Pts.)
Hida 14 10
Kuni 8 6
Doji 8 6
Kakita 12 3
Agasha Kitsuki 11 8
Mirumoto 9 10
Akodo 12 11
Ikoma 9 7
Kaimetsu-Uo 9 10
Gusai 5 0
Asako 5 0
Shiba 9 9
Bayushi 12 11
Shosuro 8 7
Moto 10 3
Shinjo 8 9
Hiruma 11 8
Kaiu 9 9
Asahina 9 8
Doji Hayaku 7 6
Agasha6 6 9
Agasha10 10 11
Togashi Yamatsu 7 6
Kitsu 6 6
Matsu Hitomi 7 5
Moshi Azami 6 3
Osusuki & Akomachi 5 6
Isawa 12 7
Naka Kaeteru 10 11
Yogo 6 12
Soshi Saibankan 5 3
Otaku 7 4
Iuchi 8 5
Otomo 6 5
Seppun 10 6
Miya 5 2
Ichiro Fureheshu 9 5
Komori Iongi 5 4
Hida Heichi 4 7
Tonbo Kuyuden 3 2
Usagi Reichin 7 4
Toku 3 5
Tsi 6 3
Morito Garin 5 2
Doji Suzume 4 6
Agasha Kasuga 5 3
Sun Tao 10 8
Chiroru 8 5
Miyuko 12 14

First up, what the ancestors cost versus my rough attempt to calculate more accurate point valuations.  Note that just because something might be worth more or less points doesn’t mean I equate that to a quality rating, though there should be high correlation.

The assumption is that campaigns make use of PC abilities.  If playing HoR or the like, where spirits and spirit realms may never appear [ha, ha ha], then sucks to be Miss Kitsu.

Ancestor Demands
Hida Low
Kuni Very Low
Doji Low
Kakita Very High
Agasha Kitsuki Very Low
Mirumoto Low
Akodo Low
Ikoma Very High
Kaimetsu-Uo High
Gusai Very High
Asako Very Low
Shiba Medium
Bayushi Low
Shosuro Low
Moto Low
Shinjo Very Low
Hiruma High
Kaiu Very Low
Asahina Very High
Doji Hayaku Low
Agasha6 Low
Agasha10 Low
Togashi Yamatsu Very Low
Kitsu Very Low
Matsu Hitomi Medium
Moshi Azami Low
Osusuki & Akomachi Very Low
Isawa Very Low
Naka Kaeteru Medium
Yogo High
Soshi Saibankan Very High
Otaku Very Low
Iuchi Low
Otomo Low
Seppun High
Miya Very Low
Ichiro Fureheshu Very Low
Komori Iongi Very High
Hida Heichi Very Low
Tonbo Kuyuden High
Usagi Reichin Very Low
Toku Low
Tsi Very Low
Morito Garin Low
Doji Suzume Low
Agasha Kasuga Low
Sun Tao Very Low
Chiroru Very Low
Miyuko Very Low

The whole concept of demands is fitting, but the whole concept of demands resulting in losing an ancestor is dumb.  The demands aren’t remotely nuanced enough and some are just crazy to deal with where others are trivial.

Ancestor Quality Desirability Overall
Hida ** ** **
Kuni *** **** ***
Doji *** * **
Kakita * * *
Agasha Kitsuki *** * **
Mirumoto ***** ** ***
Akodo **** *** ***
Ikoma ** * *
Kaimetsu-Uo **** ** ***
Gusai 0 0 0
Asako 0 0 0
Shiba ** ** **
Bayushi *** ** **
Shosuro *** * **
Moto * * *
Shinjo **** *** ***
Hiruma ** * *
Kaiu **** **** ****
Asahina **** ** ***
Doji Hayaku *** * **
Agasha6 ***** *** ****
Agasha10 **** **** ****
Togashi Yamatsu ** ***** ***
Kitsu **** ***** ****
Matsu Hitomi ** * *
Moshi Azami * ***** ***
Osusuki & Akomachi ***** ***** *****
Isawa *** ** **
Naka Kaeteru ***** *** ****
Yogo ***** * ***
Soshi Saibankan ** * *
Otaku * * *
Iuchi * ** *
Otomo **** * **
Seppun ** ** **
Miya * * *
Ichiro Fureheshu ** ** **
Komori Iongi *** * **
Hida Heichi ***** * ***
Tonbo Kuyuden *** * **
Usagi Reichin * ** *
Toku **** * **
Tsi ** * *
Morito Garin * * *
Doji Suzume ***** *** ****
Agasha Kasuga *** * **
Sun Tao *** * **
Chiroru * *** **
Miyuko ***** *** ****

Note the reason for the multiple tables is because I’m too lazy to format things better and haven’t bothered to download a plug-in, which might still require me to spend time formatting data, something I find routinely tedious if it involves more than a few clicks.  I know this makes it much harder to compare my point valuations against my quality stars, but I seem to struggle with the idea of making this blog easy to read.

Anyway, here we get to the entree portion of our meal.  Two stars is average.

Let’s get Gusai and Asako out of the way.  Neither does anything.  I’m thinking whoever wrote 4e thought that Allies are supposed to do something, but I have yet to see it be the case.  Why you would need to roll against an ally is even more bewildering.  Gusai is just dumb and is totally a NPC thing that would apply to like one NPC in the entire history of Rokugan.

Of the ancestors I chose to include … there are a lot for such a low yield mechanic, almost like the intent and the play of the game are at odds … Core average is 2.5 stars, GC average is 3.1 stars, and Secrets average is 2.8 stars.  Continues the trend that core book mechanics tend to be weaker than supplement mechanics, at least with the more esoteric stuff, like kata.  Of course, Core mechanics’ averages often get pulled down by nonsense mechanics that clearly weren’t created with actual use in mind.

Toku.  If Luck is worth about 7 points, why does he get 5?  Diminishing returns.  Since you never take Toku unless you already have three ranks of Luck, you just aren’t getting the Luck sleaze you would get otherwise.  Though, I suppose, there might be some campaign that required ancestors where you may not max out Luck …

Chiroru is, in theory, an easy calculation.  You get the benefit of 3-4 points of Kharmic Tie with previous edition danger sense power.  Maybe danger sense is worth more than 1.5 points.

By the way, trying to evaluate the abilities for these things is really hard.  Why are Seppun and Bat Clan not equivalent?  Psychology.  Sure, you could save a VP all game until you reduce damage by 10 or you could reduce damage by 10 when you need to without a VP.  Well, plus, in the Seppun case, you aren’t spending a VP, so you circumvent the once per round restriction (by any reasonable wording, plus note difference in ancestor cost).

Now, where things get messier is when an ancestor says you can spend a VP to do something because they don’t say you can avoid the once per round limit, a completely idiotic and unnecessary limit.  The exception for school techniques is specific.

It’s funny to me that Sparrow don’t really get shafted in 4e, other than the absurd path in Secrets.  Their stuff doesn’t sound good but is far better than a lot of other stuff.

Sure, Kaiu is only once per year you get to make magic items … you … get … to … make … magic … items!!

Talking to animals is the bee’s sleaze [TM].  There’s a reason Dr. Doolittle just owns.

Makes me sad that Ikoma is such a problematic ancestor.  Again, if you go by Greek God patronage rules, makes way more sense as he respects your partying self but doesn’t blow a gasket when you aren’t partying heartying.

Such a sucker for Foxes and … Centipedes.

I have actually played Kitsu.  It was pleasant but didn’t come up that much.  It did inform certain aspects of the campaign that were pleasant up until I replaced the PC with a better one.

I don’t get Kakita.  It seems like dueling is supposed to be more core to the game, yet, the problem with doing that even if you wanted to is that dueling is grossly, grossly unfair unless your GM has a serious handle on it.  Also, lots of schools don’t duel, which means it’s not a core mechanic for lots of PCs.

I’m getting a bit more interested in the Ancestor Campaign.  Even as a GM, I can make NPCs with ancestors the players don’t care about.  Though, I need to be wary about trying to “play” my characters during games, an often painful activity GMs will fall into when they cherish their creations more than letting players play.

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The Best of … 2014

December 31, 2017

Our annual exercise in calling out what was notable from three years prior.

January

[Classic] Yu-Gi-Oh! meets V:TES [10/19/2002]

I never got much response to this as an email or as a blog post.  Every time I read it I’m reminded that sometimes I entertain myself in profound ways.  Lot of times I only write somewhat along the lines of what I want to; this is a case of writing just the way I wanted to.  This and old tournament reports help justify the [Classic] posts.

Is it better to watch episodes of YGO! first or read this first?  Note that I don’t think you need to know anything about V:TES besides that it’s a card game for this to have some level of meaning.

Might, Right, Or Contrite

I don’t feel strongly about this post, but, given how popular my L5R mechanics posts are, this seems like one that the 4e players might want to take a look at if they haven’t.

February

Core-Tier

Profound?  Not so much.  I didn’t analyze courtier schools as much as analyzed them for my own interests, which has little application to others.  However, I did settle on my two HoR4 possibilities being a Miya Herald and an Asako Loremaster, with the latter maybe being a better choice in hindsight and the former working adequately.

Finish Line

A callout because I don’t think this got a lot of attention, though I may have lost so much of my old V:TES audience that anything V:TES is not going to get as much attention.  While I didn’t aim for solutions to other people’s problems, I thought I did a good job of pointing out reasons card floppers seem to struggle building V:TES decks more than they do other CCG decks.

Btw, while I’m fine with V:TES continuing as was, if I were going to reboot it, card limits.  Card limits produce a far more digestible game.

Orccon 2014

I was really getting to like how California decided to play with each other.  The reason to highlight this post was not only because it was a last hurrah of sorts but because it’s good balance for me to point out when I suck, even when it doesn’t involve wandering around Berlin.

Mysterious

That I may read Xanth novels or watch Inuyasha or whatever may not be touchstoney enough for my audience, but one hopes the audience knows something about Sherlock Holmes.  I thought this did tie together something important about gaming with an important observation about more mainstream entertainment.

March

Review – Book of Water

It’s long, therefore it must be good.  Insert banal joke.  Why call this out and not Book of Fire review in the previous Best of …?  Well, I did kind of call out Book of Fire by not calling it out.  My frustration with the rather poor series got me motivated to explain why I thought early 4e supplements were superior supplements.

Eject The Tape

If you understand why this report of casual V:TES play is … important? … interesting? … entertaining?, then I think you get more value out of my blog.  If you think this was dumb, especially the play reporting, then I’m going to disappoint at times.  If I beat a zombie pony with certain comments in various posts, this sort of post cuts to the heart of the matter (in a far more subtle and therefore geniusy way).

Bushi Analysis – Extended

Is it heartening or disheartening that so much of what gets read in my blog are posts like these?  Did I ask this question before?  I used to have an audience for V:TES, and I get why that doesn’t seem to be as important because I don’t play as much and, thus, spend less time talking about the game and people I used to play with don’t and, maybe, there are fewer people playing in general.  I wonder what V:TES players do consume.  Regional forums?

Anyway, I rated stuff.  I’m not aware of anyone else rating this sort of stuff, therefore I win the blogosphere?  I could try to clickbait by putting this sentence in my preview – Kim K. or Haifa Wehbe hotter in her prime?  I’ve never used a picture of the former for a NPC, I did use the latter (also Adriana Lima in a very different campaign).  All I got was comments about how HW wasn’t what people thought of as a “girl next door”.

I haven’t really changed my opinions on how bushi rank.  Maybe I’d get more argument from folks if I posted on forums instead of in a place where I can control the message.

Generic Bushi School

Speaking of winning.  Look, everybody has bad ideas and a lot of people have good ideas.  I just happen to have good ideas that occasionally get shared (when I’m not sharing bad ideas).  And, no, I don’t think the R-5 technique is overpowered compared to other R-5 techniques in 4e.

Strong Sorrows?

I had a coworker note that I was dead inside (recently).  Is that better than being dead outside?  Seems like it.  I enjoyed putting together this post.  Again, I got really, really tired of doing the Zodiac posts back in the day.  I should have fun on rare occasions.  Harkening back to yesteryear pleasures me (well, when it’s about things like gaming).

That aside, what’s the importance of this post?  Look, I have done things others haven’t.  Sure, I’m not likely to be a Hatamoto in the L5R LCG and I was never a World Champion at any CCG I was ranked in the top 10 in the world for and I’ve never been credited with breaking a non-playtest play environment and I have lots of opinions on things I don’t know jack and diane about.  But, I’ve also taken a number of CCGs seriously.  There’s some probability I may know something rather than just blogging made up words.

On another note, I stopped reading Magic articles because they became hard to read.  Why do people do that?  I may not particularly want to play Magic, but I find Magic interesting.

April

HoR Strategy

Is HoR important to me?  Right this last day of 2017?  Today, no.  Yesterday, no.  Day before that, no.  Pretty much since Gen Con 2017 ended, no.  And, that’s become the norm.  This post addresses why it’s so easy to lose the plasma on HoR play.

That being said, I’ve gotten a lot out of HoR.  I really like 3e/3r/4e basic mechanics.  I’ve had some great play experiences.  I’ve met some people I really enjoy doing things with.  I played in an epic home game because of HoR.  So, at some point, I’ll look to ramp up, again.  We might be able to play some missed mods next weekend.  It’s just brutal how disengaged I become during the months when there isn’t anything going on.

May

June

July

BattleTech Scenario Building

I did post stuff in May and June, in case you want to relive more of my 2014.  This post has to be great … cuz I’ve seen it get some continuous reads in 2017.  BattleTech is such an interesting game in that it’s often awful to play yet is so evocative.  Well, it can be fun … and I tell you how.

August

Sure, my Gen Con 2014 post was long.  They usually are.

September

October

Ambivantaged

Ah, a rant about gear.  Or, is it?  Maybe I just feel like calling out one of the easiest to read pieces of Statesish, ever.

The Road To Mana

This has very little to do with gaming.  But, it hints at something that I’ll mention because I doubt other people would make the same connections.  I’m quite fortunate to be able to have a variety of first-world problems.  Gaming in the form I consume it is a first-world activity.  Gaming can be really easy.  Bust out Advanced Squad Leader and make up some homebrew rules for simultaneous turns and you are platinum.  But, sometimes, you can run into problems of people having other things they need to do besides play games, like raise children or work.  Here, my problem was that I was getting closer to living an adventure yet couldn’t make a connection to improving my gaming experiences, something so ridiculously first-worldy that I get … amused.  Now, that’s not all downside since I get to Beware of Invisible Cows, keep it real, et al.  This is not the post to get much out of, unless you want something from this blog besides gaming thoughts, like tourist suggestions on the Islands.

I do seem to have some portion of audience who finds travel log stuff more interesting.  Btw, would you be shocked to hear that my ideal lifestyle would be “travel the world and play games”?

November

Exploring Villainy

It has been said that actors prefer villains because those are meatier roles.  While this post isn’t likely to be helpful to others, it does clarify why I’m a villain vegan.

Lo, The Fun

Do you play CCGs?  Do you enjoy them?  Why are CCGs the best form of competitive gaming ever?  The Fun.

L5R Campaigns

I believe there’s plenty of room for other types of L5R campaigns.  Now, I don’t see the people I play with being into some of the types, but they exist.  Where this has maybe a touch more value than it seems is that it was before I started running LBS – Black Water Lake [sigh], and it helped inform things I tried in that campaign, a campaign I was actually more happy with than most.  I’m still into the idea of LBS as a setting (well, part of a setting) because it addresses some of the problems Rokugan has a setting.  (Topic for another time?)

December

Clan Cards – Camarilla

I do try to use my analytical awesomeosity to be helpful, even if nobody cares.  *weep*

Note that there are two other posts in this series, but I don’t feel energetic enough to link them.

RPG Fiction Guide

You know what else my two long-running campaigns had?  My writing fics for them.  It adds so much to the experience.  So much of game time is spent on combat, rolling dice outside of combat, arguing about what to do, arguing about treasure splits [not really but sadly this has actually happened], looking up rules, etc.


Well, that was a lot of posts.  As much as I feel like I’ve lost some of the magic early on with more profundity, I also can see where I can keep going far, far into the future.  As long as I throw numbers into more posts.


Thrillogies

December 30, 2017

So, I finished O, TCGMGtCM.  If that doesn’t make any sense, well there’s a blog post yesterday.

Some takeaways.

Alpha

I don’t want to manage a campaign.  I’m perfectly happy to come up with ideas, whether settings, plots, NPCs, mechanics, scenes, treasure.  But, I know enough about myself that having to manage a campaign just leaves me cold.

I’ve done a terrible job of completing any campaign I started, as I lose interest quickly.  Part of it is that I’m not big on laboring for hours unless I’m inspired.  There are definitely stretches where posting here feels like work and it’s hard to generate the plasma to post something, but I’ve managed to muddle through for more than eight years because it doesn’t feel like a chore all of the time to spew geniusness, et al.  Of course, I’m not a 1400 character type of blogger, so spew-plasma needs to hit a minimum threshold.

As much as there are aspects of GMing I enjoy a great deal, the role is just not what I prefer, with campaigns being even more of what I don’t prefer because they require constant application.  I want to be a player, and I can help world build as a player without having all of the responsibilities the campaign GM has.

Beta

I consider myself to have played in two long campaigns.  Both had endings.  One ending was narrated, but it was an ending.  I didn’t think about how well Brad managed that campaign.  He talked to us when things were fading.  He came up with an ending.  It’s not something I’ve done, and I now realize …

I now realize that I’ve really done a disservice to my players by not having a plan for ending campaigns.  I’ve been in so many failed or incomplete campaigns that I’ve never thought about how much better it is to have some sort of ending.  Odyssey has persuaded me that there should have been more effort put into some sort of resolution when it was obvious a campaign was going to end.

The other long running campaign was The Princess Police and while that struggled at times, more so early on, it accomplished what we actually want out of a campaign that seems so rare – a satisfying ending.  While I never thought it shouldn’t end when it did, I still think about stories with the same characters.  That’s what a campaign should be like.

Gamma

On my bucket list is writing a novel.  Now, I have a hard time seeing my accomplishing that given my tendency to jump from idea to idea constantly.  I’ve had so many ideas for short stories or books or series where I have made pritnear zero progress on turning into a product.  Helping with Another Stupid Demon got me more enthused with the idea of creating my own stories, but, as is typically the case, enthusiasm faded.

Now, best I can tell, no one pitches a novel.  (I’m talking about fantasy novels as that’s what I care about.)  They pitch trilogies.  Of course, I would look to create a trilogy if I could get to the point even deciding what a novel would look like because, while my greater interest is in just publishing anything that people appreciate (myself included), it would be a bit odd for someone such as myself who is a fan of continuity and enduring characters to only look to produce a single novel, nevermind the economics of being such a nonprolific author.

So, trilogies.  GMing but not GMing campaigns.  Hot machete!

Run a trilogy.  Then, there’s an ending.  Well, I did manage to fail to even finish running a two-session attempt at Against the Dark Yogi, so a trilogy may be stretching my meager capabilities.  But, I have run more than three sessions in various campaigns – campaigns I had various levels of affinity for before I gave up:  Solomon Kane, Feng Shui Tu Huo, Legend of the Burning Sands.

To avoid what I find to be the biggest challenge to getting any RPG play in – getting everyone to show up at the same time, can plan three (or six, since adventures may take more than one session) blocks of time on a calendarish device.

If it worked to plan out a trilogy and execute on said trilogy, maybe I could do it more than once.  I know how rare it is for people to be into trilogies in the entertainment world, but maybe it can work in the gaming milieu.

So, Greek/Norse/Egyptian/Celtic/Native American Mythology campaign might happen.  Historical fantasy/supernatural might happen.  FSTH2 might happen.  LBS, Black Water Lake2 (even though the party never took any interest in the Black Water Lake) might happen.  Supers might … well, no, unlikely to ever happen as I don’t really know anyone who is into superhero RPing besides guys I haven’t gamed with in years.

They say put things in writing to have them more likely to happen.  Well, only two hundred more words and I’ll hit my MWQ (minimum writing quantity).

On this computer, I have little sense of how many Solomon Kane adventures there were.  Feels like it was around six.  LBS had eight, with my writing up the ninth session.  FSTH was like six.  Given that an adventure may carry over to multiple sessions, maybe I’ve been writing trilogies all along and forgot to tell myself.  OTOH, Gaki Mura had 17 sessions, ending on an “adventure” that was completely out of character with the campaign, which was likely both a sign that I wasn’t that enthused by how things were going and a contributor to it ending inconclusively.

Gaki Mura would probably make a productive case study on campaign management.  I had one (or two) players tell me that they didn’t understand the campaign after the portal to Gaki-do got closed.  If the campaign had just been to get the portal closed, with the Unicorn weirdness on the other side, that might have been a really cool campaign, though it would have failed a pillar.  I tried something that I think has possibilities, but I didn’t manage it well from the beginning and got tired of it during the during.  I had one player say that he thought the campaign was supposed to be a sandbox and I didn’t see it that way, which sounds like another clear failure to manage things.

Maybe I can learn something.  I talk about managing player expectations, but I have missed some areas that Odyssey gets into, such as how long the campaign is supposed to last and what the PCs are supposed to be doing in the campaign.  I keep wondering why players aren’t motivated to do things, which is clearly not managing expectations.

Should be interesting to sit down with various folks and discuss what the book brings up, as it does cover ground I don’t see play groups work out.

I reread my Gen Con 2009 post because I take a look at what readers read and find it interesting to look at old posts that have recently been read that don’t have to do with L5R character creation or combat strategy.  I had a takeaway from reading it and the comments to it, but that might make plasma for a different spewing.


Oddyssey

December 29, 2017

In honor of my first topic, I will keep the wordplay in thrall.

I’ve been rereading Xanth novels.  For all of the cringeworthiness of certain things (not talking about the puns) or the repetitiveness of certain themes, I enjoy the stories, even the ones that become more and more juvenile.  Even though every male protagonist is cut from the same chivalrous cloth, there are likable male protagonists.  I should mention I haven’t come close to reading all of the books.  I’ve read at least 15 and possibly not more than 17.  The female protagonists are not as common, and the human ones tend to obsess a bit much on their appearance and men and whatnot, so they are generally less appealing as characters.

Now, you may be wondering why I’m bringing this up.  Keep wondering.

I really like the concept of magician level talents.  Xanth is like a superhero world in certain ways.  Jordan has a ridiculously overpowered talent, and, yet, just like it stretches credulity how much impact Wolverine has in cosmic adventures, you get that the magicians are cosmic powered and Jordan’s just one tough hombre.

I’ve mentioned multiple times liking the horrendously named Bink as a character.  I certainly would have liked to see him be a bit more … interesting in later books than “he sure is lucky”.

I tried a web search for a countdown of most powerful magicians in the Xanth series.  I only found a Reddit thread and it didn’t go very far, though it did argue for someone I would not have considered at the top of the heap.

I don’t know if I can put together a top 10 list (based on the books I’ve read), but it would be weak not to number things.

1.

Bink

Given how Piers Anthony has written the series, I don’t know how you don’t consider a character with a power greater than that of …

2.

Murphy (the elder)

He took on three magicians and kind of a neo-sorceress and he made it rough.  The collateral damage he caused had impact centuries later.  I keep thinking the obvious fan fic is to have Bink and Murphy talk about contending with each other given the nature of their abilities but the mature and wise Murphy concluding “But, after all, you already defeated me through Dor’s victory back in the day.”  I may have forgotten a reference, but Murphy could also supply a badass reference for Bink “The Brain Coral was prepping to take him on …”

3.

Murphy (the younger)

Why not Humfrey higher?  Well, as much as he dominates the world, it does come across like he can get owned if you actually try to oppose him.  I credit younger Murphy for inhibiting Ivy and for having a talent along the lines of Bink’s, though Bink is just in another class due to there essentially being no off switch for the Binkmeister.

4.

Ivy

Okay, as a teen looking for romance, she only showed hints of how insane her talent is.  But, as a three year old, she just said “I want a happy ending.” and the world had no real other option.  To varying extents, the magicians don’t exploit their abilities to the fullest.  The Reddit poster argued for Iris because she effectively rewrites reality to a degree on a constant basis.  But, Iris didn’t come close to maxing out on what was possible.  Unconscious use of Ivy’s talent just tells reality how it’s going to be, but older Ivy gets dragged down by how little she works it.

I have considered the team of Ivy, her husband, her father in law, and her grandpa against some menace and it would just be unending “I don’t think it’s wise to fight creation” level beatdown … with virtually no obvious effects of any of their abilities in play.

5.

Humfrey?  Dolph?  Iris?

Dolph was argued for due to the fact that he can will new things into existence as part of his talent.  That’s not a bad argument.  Trent or Dolph?  Trent is a great character who plateaued below where his ability should be able to take him.  As Reddit argues, if Dolph can make stuff up, Trent should be able to do the same.  Dolph seemed to keep unlocking a new power level.  I guess that’s another limiting factor – when you already win against everything, you don’t need to go Super Saiyan God Transformation anymore.

Again, Humfrey doesn’t seem to “win” a lot.  Just be the magician with the biggest impact on history.

Poor Dor.  Actually, there are hints (or blunt force trauma callouts) to how powerful Dor’s ability actually can be, but it’s really not used beyond “ho hum, magician-level talent” level.

Is there an argument for Irene being a magician?  Other than the pragmatic argument Arnolde makes, I don’t see it.  But, consider.  Instead of thinking of her as grow girl, think of her as Goddess of Flora.  If she has the ability to tap into that and has never shown it (in the first N number of books), then that’s totally magician level.  To detail a bit what the difference would be:  if she could do things besides grow and control (which I think has been shown a wee bit); if she could affect a larger area (if you can control all vegetation in Xanth when the plants are scarier than the monsters, you just created the strongest army in your milieu).

Is Com-Pewter a magician?

Still wondering?  *shrug*

So, Xanth seems like a terrible setting for gaming.  Just trying to keep up with enough puns requires so much prep work as to be offputting.  The nature of the books is to be highly scripted to produce designated endings, more so than you might feel in various high fantasy (for instance).  Now, the Jordan/Threnody flashback was interesting in that it really seemed like a different tone, closer to the early books feeling grittier (to the extent that comedic high fantasy can get gritty).

But, is there something that can be used from the Xanth model for a more gaming friendly setting?  Again, the talents are like superpowers, so one could argue the setting already exists.  If you just did a mutant setting where you have Magneto, Prof X, Apocalypse, et al, as “magician” level, what’s Xanth going to offer beyond that?  I do like its history.  Super settings don’t normally have “Then, King blah blah blah was replaced by King bleh bleh bleh.”  There’s an interconnectedness at times.

For instance, I really liked how Piers had Dolph keep running across shifters.  It didn’t bother me that he pointed it out.  Admittedly, this is similar to how Wolverine fights a bunch of other supers with healing factors or … many other examples including Supes fighting enemies that have powers similar to his.  Book three is really cool for how relevant the time travel is and sets up so many references, some of which are amusing.

The setting doesn’t do a lot for me in certain ways, yet the setting is strongly established.  The Gap is good setting.  Gourdworld doesn’t appeal to me.

A setting where every female is more buxom than the last, all with amazing “legs”, is … Gor-ian?  You know, I actually have far more Gor books than I thought I did.  I should get around to rereading some of them, but I think I go backwards with Gor because it’s rough to go from some seeming of female empowerment (no, really, read the first book) to just another pleasure-slave.  Not that I have a particularly coherent group of titles.

Well, I’m sure you, the “wonderer” will continue to be fascinated by my views on Xanth, but it’s time to switch to my “real” topic.

I was going through emails earlier this year to try to manage them after I let them get out of control.  I found an email to myself wherein I suggest taking a look at Odyssey, The Complete Game Master’s Guide to Campaign Management.  A book.  Because I.  I can read (when I feel like it).

I mentioned this to my sister prior to Winter Solstice.  See, where I never had anyone want me to create present lists when I was young and was interested in receiving presents, for some reason, it’s something the family does to this day, though I rarely see other people’s lists (or see them so late it’s no longer relevant).  Of course, Amazon provides an easy way to build a wish list.

So, she got me O, TCGMGtC.  I have been reading it.  It’s not dense.  Actually, I find it kind of light.  Also, while I’ve only blogged about some of the topics covered, the topics covered mostly feel like things that aren’t obscure to anyone who has tried GMing with different folks.

But, I’m not done yet.  I might get inspired to comment more.  I’m not getting inspired to GM more.  I do fit the profile of not having the same amount of time I used to, even if other folks have way better excuses for where their time goes.

Yup, a non-review of a book on Game Mastering – that’s the thrust of this post.


Flopping – Part Two

October 15, 2017

The new TV season started (for me).  Supergirl, Flash, Legends of Tomorrow, Arrow … nah, no pattern to what I watch at all.

Let’s work backwards.  I’m going to rant about shows and point out how this is relevant to RPG play.

Arrow

More than any other premiere, I just didn’t care what was going on.  Arrow did the worst job of following up on the season finale, which is saying something for these shows.  Is this because they don’t know how to do season premieres?  I would say it’s because they don’t know how to do season finales.  Do not have cliffhangers.  Cliffhangers are for when you follow up with a new episode immediately afterwards, like a week or two afterwards.  Cliffhangers work … when you give a damn what’s going to happen and can even remember what was happening.  I have only vague recollections of what happened in the season finales, which has something to do with how not great the season finales were, as well.

What is enjoyable about superheroes?  Right, as I said, antiangst.  What do we get in TV?  Wrongness.  Angsty wrongness.  Parenting issues.  Yup, that’s why I watch.

Here’s what I want out of Arrow episodes:  Ollie is working on his new trick arrow.  Ollie has a date with some hottie who doesn’t know he’s green on the outside, when Nyssa shows up and keeps saying “Husband, …”.  Secret identities are not for producing angst – comics actually tend to do a pretty good job with secret identities much of the time – secret identities are for humor and for those rare cases when you get inspired by the protagonist’s dual life.  You know what show did a good job with SIs?  Batman, ’60s Batman.  There was some humor.  There were times when supporting characters told Bruce or Dick about how great the caped crusaders are.  Anyway, humor ensues with Ollie doing stuff while not giving away his greenness.  Ollie wins fight at end with new trick arrow.  Do not bog down legit superhero stories with tedious melodrama.

Was last season better?  Sure.  Was last season great?  No.  Was last season good?  At times, but I got really tired of the endless losing by the protagonists.  TV back in my youth was so different.  It was episodic.  Protagonists won all of the time, and we were satisfied.  Nowadays, you take from the soap opera model of yesteryear and have losing, losing, losing.

RPG:  Don’t do cliffhangers unless you plan on playing again when everyone can still remember what’s going on.  Do not bring children into adult stories.  Do not go to the same dumb well over and over again – just accept the conventions of the genre like how SIs are for the SH to have an internal monologue about how they will keep their secret while actually doing fun stuff.  Get rid of fights that look generic – SH fights are cool because they emphasize the specialness of what the SH is doing in the fight, whether it’s cleverness, unlocking a new level, unlocking a new power.  Have PCs win, often.

Legends of Tomorrow

In its first season, the most cringeworthy show (unless you hate the progressive politics of shows like Supergirl).  At times, the most watchable of the four because it’s trying to be fun.

Season premiere’s problem:  the fun is repetitive and too broad for me.  I don’t enjoy the brofest between Nate and Ray.  Nate’s character has often not been good and the bro-ing only makes Ray seem like a joke.  Firestorm is completely wasted in every way virtually all of the time.  The best moments still tend to be Canary, Heat Wave, Cold making amusing remarks.  Then, LoT was about the less important proving they were important.  The premiere just hammers on the lovable loserness of the crew.  Few losers are lovable.  Sure, I watched Gilligan’s Island, but I also watched TV on TVs that had dials, where one of them was black and white and I had to adjust its ears.  I watched shows I hated, like I Love Lucy, because must show proper obedience to the tube.

There’s a huge time travel problem with the show.  Not that time travel is done all that well in any show I can quickly recall, but let me give some props to Doctor Who for something.  Doctor Who does future stories right, in that the Doctor and his companions can make the future better.  LoT cannot make the future better the way they play it.  All they can do is stop making it worse.  That’s depressing.  Have to fix things all of the time is not fun.  Let the future not be a case of worse and worse options.

What I want to see from LoT:  Mix up the character interactions as Stein is fine when he’s not interacting with Jefferson and the bro-down needs to chill.  Stop pushing how much these SHs are losers.  Stop focusing on fixing the time stream so it can be “meh” rather than catastrophic.  Show more cleverness in the humor.  Have Firestorm be an interesting SH, so bring on cosmic powered villains who can match his level in one-on-one contention.  Have better gender balance so that we can have relationship stuff that isn’t so limited.  Rip isn’t all bad but limit him so that we don’t feel the loser history of the group.  Have Amy show up in non-catfishing mode looking good.  Bring back villains doing their own thing because villains are way, way more interesting when they don’t just exist to be defeated (actually, this is hugely important for every SH show).

RPG:  Villains can be cool.  Let them be.  Don’t go for the same humor over and over again, especially when it’s not nearly as entertaining as other, more clever humor.  Don’t make the PCs seem like losers.  Don’t make the PCs feel like their crusade is just one of keeping the status quo.  Tell more personal stories rather than having to have spotlight time make everything groupful.  Have serious fights, like Firestorm bleeding nuclear fire from half his body as he faces off against a godlike power.

Flash

Talk is about how they are trying to bring the fun back.  What you probably need is to bring Harrison back because he was the reason season one started off amazing, well, sure, there was also the fun that Barry had.

Repetitive.  That’s how it felt, which just made Arrow that much more of a slog because I had already gone through the been to the speedforce, done the speedforce.

Was there anything in the premiere that was enjoyable rather than tolerable?  Danielle can look good, but it requires effort – Killer Frost tended to look way better, for instance.  Don’t do the white t-shirt look.  I know, this is rather specific to my interests, but I’m kind of the one writing.  Felicity would be so much better on this show, if possibly only for a while.  I’m having trouble remembering anything I liked about this episode.  Barry may not act emo, but change the haircut so that I can forget his emo days.  Cisco is so much cooler than Vibe – a little bit of Vibe goes a long way.

What I want:  Interesting power interactions between superspeed and the villains’ powers.  Superspeed is a hugely problematic power because you are a god and speedforce type superspeed is even worse because you can alter reality pretty … quick.  The villains have to have a plan to counteract.  Speed on speed was obviously overdone and got really boring much of the time.  Bring back the fun of things like Barry and Caitlin hanging out.  Iris should hang more with Cisco, perhaps.  Contrast the ridiculous power level of superspeed with the mundane.  I enjoy more the idea of superspeed food runs than much of the drama.  I kind of liked the police force being a character – give them more to do besides getting wrecked – not talking about giving Joe more to do.  Joe can be good but also just seems redundant a lot of the time in preaching same old, same old.  Stop forcing the season to be all or nothing, which is not a premiere problem but a general problem in the past.

RPG:  You can tell fun stories with powerful characters, but it requires thought.  Even if you put thought into it at first, it’s hard to avoid the trap of going to the same well over and over because that’s thematic or mechanically viable.  Supporting characters can be fun, but they need to breathe.  Mix PCs up.  Don’t forget your setting.

Supergirl

Angsty Kara.  Yeah …  Season two started off Class 1000 strong.  Why?  You know who the best character in Supergirl is?  Clark Kent.  No, not Superman.  Superman is aight.  Clark is fun.  Now, sure, can’t have him take over the show.  Instead, have Kara embrace Clark [uh, just cousins, it’s cool].

Of the four, I probably enjoyed Supergirl more, but that could be because it came first, and, rather importantly, it’s season finale didn’t end like the other shows.  There was the least amount of undoing everything that happened, though angry Girl becoming less angry Girl was kind of pointless doing/undoing.

Even Arrow because it’s a DC SH show, but especially the other three need to get more cosmic.  Evil businessman is tired already.  Foreshadowing was fine.

Want:  Clarkbar?  I guess not.  Karabar … hmmm … mmmmm?!?  Actually, Kara was pretty tolerable at times when she was at CatCo until the whole whinefest about how Kara wasn’t important began.  Lena.  Lena and Kara.  Not Lena and Supergirl, that just seems a painful path.  Lena and Kara shopping, golfing, working out …  Alex having interesting things to do rather than dwell on how stuff affects her relationship or on fights I don’t really care about.  Maggie getting back to having some of the fun Maggieness, which probably means hanging out with the boys.  Find all of the funny things Supes has done in stories and make more use of that, as I find Kara’s SI the most annoying except … it’s hard to explain, there are times when she’s being reserved at CatCo or wherever that she’s pleasant.  How about more singing?  Do cool things with powers, since you are a god that can do it all, might as well do goofy power stuff for entertainment value.  Date Ollie, at least twice.

RPG:  While some similarities to Flash in that you have godlike PCs, even more than Flash, need to think through how using powers can be fun and not OP or repetitive.  If given godlike PCs, focus on the soap opera, especially a soap opera you can have with a Lena or a Maggie, who both seem like they just want to cast off the angst and have fun.  Jimmy was Supes’ sidekick, maybe have actual fun sidekicks.  Don’t make your PCs unpleasant for melodrama purposes.  Realistic emotions is better than arbitrary wild extremes.  Foreshadow NPCs.  Change the qualitative nature of challenges so that the focus isn’t on power but on how cosmic powered PCs face cosmic level challenges through interesting resolution.

Arrowverse

Most of all, do crossovers.  Take advantage of characters not burdened with their same old tiresome problems and give them a wild party of SHing … or have them date each other.  Green is so much more pleasant when he’s hanging with Red.  Green and Alien should hang more often.  LoT is a bit of a problem because of number of characters, but I also like the supporting characters mixing it up, so it’s not that much different.  Canary and Nyssa making sarcastic comments while Green and Alien are working together – that’s unobtainium.  Firestorm and Martian going full on (please not against Kryptonited Supes but like an actual villain) against big bad.  Guest star some Wonder because who wouldn’t want more Wonder?

RPG:  Give the world enough depth that other characters interact in interesting ways with it.  Maybe players have multiple PCs who mix things up, like an Ars Magica troupe.

Well, here’s to hoping I’m more invested in second episodes.


Anti Death And Dismemberment

October 7, 2017

Well, dismemberment isn’t really the likely result.  Disintegration is probably more likely.

So, it’s not that I haven’t looked at, skimmed, and even read my AD&D 1e books and modules in the last 35+ years.  It’s that they have low penetration because I’ve used so little of the game besides Polymorph Self followed by Invisibility in order to polymorph into a Storm Giant and backstab other giants.  You know, compared to what you see in mods for optimal PC play, that actually seems reasonable.

The material is inspiring to some degree.  Oh, not much of it.  Most of it is boring as hell.  Some of it is amusing if not quite to the same level as Temple of Set lunacy.  Treasure locations and types are particularly bizarre.

Just to be positive because everyone knows I’m all about the positive, monsters, magic items, and locations are what I find most inspiring.  I realize the intent of towns in mods is to provide adventure, which is why half of every town seems to be evil rather than just being people trying to live their lives in worlds where monsters can attack at any time from any direction.  Still, towns are just so much more interesting than dungeons.  Even when towns are treated like dungeons, where every location has stats and treasure notes.

While lots of monsters are absurd/silly, there are actually evocative monsters.  Something about ghouls.  I can’t stand level drain (should be attribute loss of some sort), but other undead are also more interesting.  Not so much liches, at least not when a mod just throws a lich into a side passage.

Almost all DMG magic items just come across as insanely gamey, but, that’s probably because AD&D is a gamistfest of gamistness.  Meanwhile, mod magic items or the odd stuff NPCs might have are more akin to the distinctive items folks in books might actually have.

Segue time …

I tried to think of what magic items book characters run in series I have taken seriously.  Stormbringer is a special case, but, sure, magic swords are a thing.  Elric even runs around with a magic ring, gets a magic shield at some point, and whatever.  Actually, magic items are rather important in Moorcock’s other stuff.

I can think of cases where characters have special equipment that isn’t magical but is, uh, special.  Jon-Tom has his staff and his cape.  Actually, when trying to think of what sort of magic items are more likely (ignoring stuff like Arabian Nights’ style stories which tend more towards fairy tale style), cloaks are it.  Cloaks totally get play.  Corum had a magic cloak.  Invisibility is super relatively common.

I have ideas I’m putting down for an adventure.  Magic cloak for PC totally works for me in ways that so many other things don’t.  I could buy a staff (not a wand or a rod, unless it was Egyptian style scepter or the like), I guess.  Weapons, to a degree.  Sting was fine because it fit, even though how the party got those swords was grade A dungeon crawl stuff.  The big problem with weapons is that someone else can just take it from you and be that much more badass, whether someone who downs you in a fight or another party member who would use it better.

For example, you have two N level fighters.  One has a higher STR to hit/damage bonus, otherwise their stats are essentially identical.  One has a +1 shortsword and the other a +2 broadsword.  Who should wield which weapon?  It’s not like Mudge uses a shortsword because he’s compact and all about speed and Jon-Tom uses a long staff that gets longer because he’s unusually tall and not much of a weapons expert.  In terms of team optimization, either balance things by giving better weapon to lower STR lass or unbalance things and make stronger lass just better.  Same with armor.  I was looking at one module where a multiclass character had much lower HP but had a Ring of Regeneration.  Sure, that makes sense, but doesn’t it make more sense to just pass around the Ring tactically?

RuneQuest has you bind magic items a lot of the time.  I find it to be a terrible mechanic, but it does address the problem that equipment is just, er, equipment.  This is why I hate equipment that matters.  My style of FRPG would see fighters do more damage based on things like level or based on skill level, with STR following, finally maybe care about your stuff (well, obviously, magic stuff is going to be better than non-magical stuff).  I know games have done something like this.  L5R, to an extent, does this sort of thing with techniques that add damage or attacks, though a k3 katana is way better than a k2 katana.  Power Attack, et al, in d20 works this way, but, then, every fighter is going to have Power Attack, so back to being dependent upon equipment for differentiation.

Of course, it’s not just non-spellcasters.  Even magic-users are frequently going to focus on using things like wands to supplement how few spells they cast.  “I’ll whip out my Wand of Annoyances and do 1d2 damage.  Hey, Gindalf, you have any charges left on your Rod of Explosive Decompression?”

Speaking of death … oh, I wasn’t?

Speaking of death, I didn’t use to pay much attention to HP for pregen PCs or monsters.  I’m focusing more on that sort of thing because I realize that when you have a 12hp PC, it’s going to die young, unless it’s Neutral or Evil.  Get it?  Not just a joke, more likely the N or E PCs are going to split when the going gets dangerous.  But, I’m also paying more attention to how many attacks it will take a PC to off a monster, which is basic stuff, I know, but I gloss over the dull ubiquity that is numbers in mods.

Speaking of deadliness, I do find it humorous when the module calls out how dumb highly intelligent monsters are for using weapons when their natural attacks are far more dangerous.  But, go with it because you want to give the PCs some hope of surviving.

I’m anti-death.  Oh, sure, there are compelling arguments around how it destroys any sense of narrative when you just replace one victim with another victim.  But, that’s not my problem so much.  I just don’t see the point of not caring about your characters and that’s what random death does.  I’ve heard people talk about how much they loved certain characters for how they survived the massacrefest that is oD&D.  Sure, but that’s in the style of playing something more akin to a boardgame (one might even say a … wargame).  I’ve played way more RuneQuest than oD&D and I really couldn’t care less about any of my characters or anything they do because they are just waiting to die.  Oh, I did more enjoy the troll I played because he wasn’t guaranteed to die in half the fights, though he still never lived beyond one dungeon (in campaign play that was mostly wilderness encounters).  Even with ubiquitous resurrection so that you can keep playing the same PC, it’s just some numbers on a sheet of paper that gets murdered by numbers in a book.

On the other hand, if you play a game where death is as common as Rot Grubs, you are depriving people of the experience by allowing them to avoid falling for 20d6 damage.  It’s like a different game.  A weird game where monsters don’t devour you or turn your skin slimy … and then take your place in the party only to betray it later.

Maybe that’s the thing.  Forget campaign play.  It’s all about one-shots-in-the-head.  Play it tournament style where you score points for how successful team looter is.  Yes, that’s the model for various boardgames these days, but what sort of campaign do you have when the only continuity is Grog17, cousin to Grog16?

I still find parts of AD&D charming.  It still entertains me to stat up a group of teenage “gang” members even if I have no idea whether any of their thief skill percentages are good enough to matter.

One way I’m different is I find Deities & Demigods to be quite inspiring.  But, then, I like mythology.  I’m not going to have PCs fight gods so I’m not terribly worried about what spells a god can cast 1/day, but somewhere, between the numerical nonsense, you get something.  The art helps.  I like AD&D 1e art, when it’s serious, and am not bothered when it’s cartoonish.  I guess so does having some idea about who the various deities are besides what AC they have, what their Magic Resistances are, etc.

So, one can run something any which way but Chaotic Neutral.  …  What I meant to say was that it’s possible to steal small amounts of 1e and run something that interests me, 100% storyteller, more.  In theory.

In practice, well, maybe I’ll generate enough interest to try it.  And, if it doesn’t work, just switch systems to Fantasy Hero … then Stormbringer 1e … then The Fantasy Trip … then Weapons of the Gods … then Maelstrom … then 7th Sea 2e …

 


HoR4 – Same But More

June 25, 2017

I skimmed through my earlier post about HoR4 – Early Read.

Is there anything to add?  In terms of how I feel about playing, no, not really.

So, what’s the point of posting a rehash?  Let’s try to newhash as much as possible.

I’ve played CIT00 to CIT04, CIT06, CIT07, CIT10.  I can’t recall any standout mod.  Early on in HoR3, I thought some of the mods were way underdeveloped – SoB02 and SoB03, with SoB04 being suddenly over as well.  But, I liked SoB00 quite a bit, SoB01 seemed like interesting things were afoot, like maybe the Phoenix would be relevant for a change.  Then, SoB07 was one of my favorites, with all sorts of points for originality even if running it was not as good as playing it.

Then, there was SoB09.  SoB09 was something I thought was really cool at first.  As time wore on, probably because there wasn’t the payoff on Nothing in the series mattering, I grew less enamored with it.  I also read the Fire side which I neither played nor ran and was less interested in that part.  Even late in the campaign, though, it was memorable for having engaging combat, having the fantasy aspects I am more interested in, and just flowing well … like water or some liquid that flows well.

Playing HoR4/CIT, I now look back on SoB09 with much more fondness.

I’ve run at least four of the mods I’ve played – 02, 03, 06, 10.  Maybe ran 00, but whatever.

02 and 03 are both okay.  Neither 06 nor 10 appeal to me.  Yet, 10 was precisely my sort of mod in HoR3.

What happened?

I can reiterate how disconnected I feel towards CIT not just because I go months without playing or because I lack personal goals but also just because I have no concept as to what the campaign is even hinting at.  SoB may have had themes that our group never felt were (properly) executed on, but, early on, at least there felt like themes.  Balishnimpur, tension with Ivinda (not Ivindi, which is the language, or Invindi which is who knows what).  Except, Balishnimpur as a setting hasn’t mattered at all, could just as easily substitute more common things and tension with peasant Ivinda feels just like tension with peasant Rokugani.

I hated the Second City Boxed Set, well, hated may be only slightly off, more felt was a waste of effort because it didn’t develop the setting into something that was “yeah, dude, Ivory Kingdoms safari, yo”.  I feel like the point of having a setting is to explore that setting.  L5R does an amazing job of developing its setting, well, its Rokugan setting, kind of terrible job of developing the other parts of the world or other worlds.  Somehow, it would seem to me that more effort could be put into scoping out what the Ivory Kingdoms is really about for a five year campaign that theoretically is going to be spending half the time in it.

But, there’s more to whine about.

I realize I could write mods.  I realize volunteers aren’t being paid to entertain me.  I realize that Rob Hobart and his crew were fantastic at putting together HoR.  I cut SoB some slack for being a first time for a lot of folks – the mods weren’t my major complaint or my second major complaint.  Nightmare War, in my limited experience with it, actually was very cool, far far more interesting and coherent than I expected it to be.

I just feel like there’s too much similarity in mod structure.  Where HoR3 had a huge advancement was in court mods.  Sure, some of the mechanics didn’t hold together at all once you GMed the mod, but you could see what they were trying to do and provided a new spin on playing through social stuff.  At some point during that campaign and in this campaign, I already feel like the same court well is over used.  There are mechanics that never pay off that may seem like they matter when playing but are just tedious when GMing and become extremely repetitive for certain players.

In general, there just comes across a feeling of sameness to mods.  Yes, HoR4 has had one mod that was very noticeably different, even if it may have had some similarities to a previous or two.  By sameness, I don’t mean “oh, here’s another travel to a fight mod” or “is the mod just about talking down a god/crazy/recalcitrant kuge/etc.?”.  I mean that within the half dozen or so common mod archetypes, there just feels like going through the motions.

Yes, earlier stuff has the advantage of coming earlier.  Originality is going to generally fade.  But, that can be fought.  Engaging recurring NPCs like Daniel from HoR2 (not like cursed Toritaka) help.  What else?  I don’t know.  I’d have to think more about it.  I’m not saying it’s easy to be original and cool and cater to my tastes and whatever, though I thought some SoB mods that had way too much going on had some really cool things that I wish were expanded upon.

Oh, there is one thing.  Have what each and every PC do matter more often.  I’m tired of mods where, at the end, I realize that my efforts were pretty much irrelevant.  I also really dislike having mods where the crucial stuff doesn’t feel like a significant part of the mod, having been burnt on that in HoR2 once and still being irritated by that mod both for that and for having the most obnoxious NPC I recall.  Can’t have every mod be a “everyone is a special snowflake mod”, though Words and Deeds from HoR2 felt like that to me and I loved how that played for my character.  But, I feel so much like I’m tagging along in CIT not so much in an adventure but in an exercise to gain more XP.

I can try to fight this on my end.  I can try to finally figure out what to care about to where I can begin my character’s story arc.  I can actually put together my Bushido Tenet Ratings for this character.  What is going to be difficult, though, is being dedicated enough to complete a mod.  It doesn’t help that when I ask about whether one of my ideas should be followed up on, I don’t get any response.