Abaddon
Deity
EQ.. no temptation for the game to play out from your BT? I would really love to play this as a "normal modern NES" now we have created such a background for it!
1. Was the section of the first page Lessons of the Wasteland useful to you? Was it a source of valuable information or a complete waste of space?
2. Similarly, did the Monsters of the Wasteland section serve any valuable purpose to you?
3. As I have frequently stated here and elsewhere, the setup for this NES, and the updating process was focused on using RNG far more than any prior NES Ive moderated. This was part of a system of random results based on limited influence of other modifiers, and then the actual writing in the updates being the actual in character justification of the results the RNG provided. Do you believe this is a worthwhile system and superior to a moderator such as myself simply deciding the most likely/interesting outcome of a players actions by fiat?
4. Though we only caught a glimpse of what I had planned before I moved on, what is your thoughts on a multi-turn spanning plot such as the Masters Army?
5. What motivated you to make the decisions which led to the creation of your faction? Were you more driven by the effects of the various traits, or by the potential for story?
6. Is there any other room for improvement beyond what you may have already discussed above?
1. Was the section of the first page Lessons of the Wasteland useful to you? Was it a source of valuable information or a complete waste of space?
Not much of a use, because I knew what were the main enemies from updates already. However, If it'd have expanded for few more turns, this knowing of "main enemies" might have been rather useful (right now we had limited, separated, areas)2. Similarly, did the Monsters of the Wasteland section serve any valuable purpose to you?
This is worthwhile, I used this system myself in NWolfNES and it worked quite well. I used a dice but did not let players to roll more than two bad rolls per turn (otherwise it's just unfair).3. As I have frequently stated here and elsewhere, the setup for this NES, and the updating process was focused on using RNG far more than any prior NES Ive moderated. This was part of a system of random results based on limited influence of other modifiers, and then the actual writing in the updates being the actual in character justification of the results the RNG provided. Do you believe this is a worthwhile system and superior to a moderator such as myself simply deciding the most likely/interesting outcome of a players actions by fiat?
Waging a huge war over several turns is better than many small wars, which influence almost no one. However, super mutants might have been a *bit* too much. Then again if the faction that fights Mutants (brotherhood?) is about same strenght as mutants, this would have been quite good idea. If AI can destroy player in 1-2 turns, whatever player does, its no fun. But having players to support a weaker army against stronger one, would have been quite fun.4. Though we only caught a glimpse of what I had planned before I moved on, what is your thoughts on a multi-turn spanning plot such as the Masters Army?
5. What motivated you to make the decisions which led to the creation of your faction? Were you more driven by the effects of the various traits, or by the potential for story?
6. Is there any other room for improvement beyond what you may have already discussed above?
This is worthwhile, I used this system myself in NWolfNES and it worked quite well. I used a dice but did not let players to roll more than two bad rolls per turn (otherwise it's just unfair).
@ChiefDesigner: My current favorite character I call "Hobo with a shotgun." That should answer #8.
Retreat?
My philosophy about bad rolls (although I use random.org instead of dice so the use of "rolls" as the terminology is not technically accurate) is to allow fast or "militia" units to retreat if they roll a 1.
Obviously this still leaves a lot of room for bad rolls screwing people over.
c'est le vie.