<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=142146.msg6961882#msg6961882">Quote from: PhantomPistoleer on 23-09-2012, 00:37:56</a></div></div><blockquote class="bbc_standard_quote">Sorry I haven't responded.  I totally forgot to post in the OOC on Tuesday, and am usually able to read things, but not post.<br/><br/>I'm sorry you feel disappointed with the progress of your RP.  I think you're a good GM, but there are a few things that went wrong.  Please accept this as being constructive criticism.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>No need to apologise - this constructive feedback is exactly what I was asking for.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=142146.msg6961882#msg6961882">Quote from: PhantomPistoleer on 23-09-2012, 00:37:56</a></div></div><blockquote class="bbc_standard_quote">1.  Little player cohesion.  The players should have taken a little bit of time to acquaint themselves with one another and establish relationships that would increase post rates.  I think it's very important to make sure that everyone understands their roles in the party before game begins.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>A very good point and one that I agree with completely.  I would have liked there to be a thread by which everyone "got to know each other" but time was moving on and I wanted to get the RP underway.  I also mistakenly thought that with us having all been originally in Metalzephyr's first game that players had a sense of each other - however, I recognised that our interactions had been limited so I tried to compensate with a number of devices (i.e  group back-story, scene-setting posts to begin with, opening scene in a bar, etc), but perhaps more time should have been devoted to crystallizing the group dynamic.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=142146.msg6961882#msg6961882">Quote from: PhantomPistoleer on 23-09-2012, 00:37:56</a></div></div><blockquote class="bbc_standard_quote">2.  New player introduction issues.  New players are being added, and I'm never really sure how or why.  This wouldn't be so bad if the characters were interacting with one another, but the characters aren't interacting with one another, so it just seems like the loud of ideas is just getting wider, but never denser.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>I think with any real life group game the focus is invariably on how the group interacts with the wider world; interactions between characters is usually very limited.<br/><br/>The dynamic changes somewhat in this online forum context, however, I had urged players to explore pre-game character connections.  When I didn't see any forthcoming, I finalised the group back-story as a means to explain how you came to be together and<span class="bbc_u">more importantly why you trusted each other</span>.  Thus far only one additional character has been added (to replace elfguy's character Sasha), and the group back-story was altered to reflect this.<br/><br/>I have mentioned various other players/characters who might be joining, but for various reasons they haven't come to fruition, but given this has always been in this OOC thread I didn't see any harm in this.  However, your point is understood and accepted that if new characters are to be introduced then some explanation as to why and how they fit in would be in order.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=142146.msg6961882#msg6961882">Quote from: PhantomPistoleer on 23-09-2012, 00:37:56</a></div></div><blockquote class="bbc_standard_quote">3.  I think that you initially put off a lot of people when you decided to use a system game, for two reasons.  First, you hooked a lot of people with the theme, and then made everyone generate character histories.  Then, afterwards, you decided to make it into a Star Wars Saga game, and I know some of the players wouldn't have joined up if they had known it was going to be a system game.  Then, the people that were okay with the game being a system game probably weren't okay with you creating their characters.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>To be honest, I'm not quite sure about this point.  I always said it was going to be a system game based on a lite version of the d20 revised rules.  Since the campaign I envisaged was going to be quite epic in nature I wanted you all to be relatively high level to begin with.  So rather than have you try and work your way through 10 - 12 levels of character generation, I thought to simplify the matter by crunching 90% of the numbers and leaving you to make the most important decisions around attributes and skills (yes I changed the nature of how these are determined, but that was aimed at speeding up the character generation process).<br/><br/>I accept that some players were less confident on the system side of things, which again drove my desire to do most of the donkey work around numbers.  I don't think I "created" your characters so much as I distilled down all the fluff that is incumbent with a d20 based game so that you were left with the crunchy bits.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=142146.msg6961882#msg6961882">Quote from: PhantomPistoleer on 23-09-2012, 00:37:56</a></div></div><blockquote class="bbc_standard_quote">I enjoy your storytelling.  But I think that you definitely have to restructure your game for it to be successful.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Thank you and I would like to discuss your suggestions further by PM?