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Midgard Rulebook
#4
Well I did play a couple of these factions like the Bandits #18, Heretics #17 (working towards becoming a Cult #16 clan once it became live). They were both very much fun to roleplay within that version of the game. For me the key to this game, is the fun in roleplaying in character of the faction you wish to play in. Then in game discovering things and then relations with and to others in game. The roleplaying that goes on amongst other players and yourself in regards to your clan is key. So this is not just a glorified war game, it is a lot more. The different flavors of play (factions), along with the Skill system, and Roleplaying are a must for this game to succeed. So it is extremely important to get up and working the other added core factions, plus to redesign them because they are rather boring to play. It is the added color that many of these other factions added that brought many to joining and playing in the game. For this game to succeed the GM's need to also bring those back or run the risk of alienating those players. The Core game factions were rather stuffy in character, and the Old timers that were the core membership as a specific Senior base were at times also set in their ways. This was why in a couple versions of the game that membership in these core factions was only a handful and the newer factions were over flowing with player members. So I strongly advise the GM's to consider reworking or redesigning the core factions of the game to make them more fun to play. I also feel that they should also consider adding some of these other factions into the game again from the start, instead of putting them off for a couple of years. Making former players play factions that are hollow paper fake lions at best is going to doom this game to failure. The game needs to hit the ground running with fun options to attract players and keep them engaged. I do not think it is fare or wise to stand up just the core factions, and then expect older players that do not want to play within those factions to wait 24+ turns to then design a former faction to be brought back into the game again. Remember your asking players to pay real world money in the hopes that maybe what they wanted to play from the beginning of the restart will happen. Looking at it realistically it is a rather poor investment with lots of time and effort being asked of these paying customers with no assurances at all. Maybe those people might just sit out and watch what happens with the game before they then pay to play seeing if it is worth both their effort, money, and time investment. I am only pointing out some real considerations that the GM's should take seriously.
Ever dance with the Dark Man, by the pale moon light? If you do risk it, it will be the last time you ever will.
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Messages In This Thread
Midgard Rulebook - by DreamWeaver - 12-20-2019, 04:35 PM
RE: Midgard Rulebook - by Davin - 12-20-2019, 05:42 PM
RE: Midgard Rulebook - by DreamWeaver - 12-20-2019, 07:14 PM
RE: Midgard Rulebook - by Dark Shadows - 12-22-2019, 05:49 AM
RE: Midgard Rulebook - by Davin - 12-22-2019, 04:37 PM
RE: Midgard Rulebook - by DreamWeaver - 12-23-2019, 06:05 PM

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