I'd better start writing about the Marvel session we had, or I'll start forgetting details.
Nora and Dean were particularly strong role-players. David and Nick score highly on the entertainment scale.
One problem with the game is the length of battle. With a handful or robots versus relatively inexperienced players, it took quite awhile to resolve. I think if we played more, the players would get better at using basic tactics. I'll probably stop using antagonists with body armor too.
I had a few missed opportunities, as the game master: one character was separated from the rest of the group, alone with a mysterious NPC who they'd just met. I was playing that NPC down the middle, and generally prepared for him to be either an allie or an enemy. That would have been a perfect opportunity for the NPC to turn crazy and try to capture or subdue the Player Character.
Later in the session, a player activated a summoning ritual during the climactic battle. First off, I probably shouldn't have allowed that ability during combat. Then, when the player rolled a moderate success, a creature was summoned. That was sorta cool: I introduced a magic wielding mind flayer (inspired by Cthulu). The problem was, he wasn't that powerful compared with the player characters and robots. He had an Amazing level magic bolt, which is really pretty good, but so does the character who summoned him. Except, it took that player three rounds to complete the summoning. Then, the creature was killed a few rounds later. All in all, it wasn't very satisfying. It was amusing though, when Nick started doing Dr. Zoidberg impressions.
My players were a little reluctant to take action early on; in retrospect it was kinda funny. I nearly had to order them to go save the 10 year old from the Sentinels.
Rio Revenge; the journey home
4 months ago
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