So, hello again, i wasn't here a rather long time, sorry.
After finishing my campaign, wwhich lastet for 1 year and two month, i want to talk about some pros and contras i and my players discovered, first the Contras:
- We agreed, that the SciFi Parts in Darduna history are just not fitting, there would be better just a fantasy setting.
- We would really like to have more information about the countries, since there are just really really short summaries in the Glossar.
- There were several Problems with fighting: First: It is really work-intensive to make a nice fight. As soon as there are more than four combatants the system begins to be not playable due to calculating combat Actions, and initiative. I wanted a fluid fight, so i got rid of Combat Actions in bigger fight in Order to get more dynamic and i made a constant initiative. Moreover we just not used the combat location table, Players and I just couldn't read it properly. If there was a special attack to any Bodypart i gave a spontanous modifier and told effects. It was just easier and as much flavoured as the combat location table.
- I as GM would have liked to get more hints for how the dream realm looks like. I just had the Example of dreamwalking, but that was for the special situation. A nice tiny list of flavour would be nice.
- The skill list is sometime rather repetative. There are 6 skills for negotiating (Diplomatics, Bribery, Bargain, Conversation, Persuasion and Oratory) but none for valuating other Janahs intentions, whether they lie or not and such (except for maybe Empathy, which is no skill)
- The map of Darduna in the book is not really usable, because the big gap in the middle just prevents from getting an overview of the true map. I got the digital map, which is really much more helpful!
- We all buyed the Basic compendium, but one of my players said, the binding of his book already breaks. It is just 3 month old, thats rather early. Mine however is rather fine, except of some places on the edges of the binding.
pros:
- We had really many ideas in Charakter Creation. There were so many possibilities in the animals and the professions, that the ideas just flooded in!
- The idea of ritual magic, which is really powerful but dangerous and time taking is very interesting. It is just different from "spontanous spellcasting" in other systems, so the players maybe have to deal without magic in a surprising situation.
- The idea of Suthra is very fascinating, there were so many ideas of using them, that i decided to play a Suthra Master next Adventure.
- We also had much good ideas and fun with crystal weapons and some magic bound on them (artifacts), at the beginning i concentrated on that, even if there is also very nice chitinwork.
- The indian like setting is also something very new and nice. There are just many ways of awesome architecture and religious flavour!
- there are also many other positive things, but that were the main ones.
In Conclusion:
We really enjoyed playing shard and will continue playing it. But we will also change some rules for more dynamic.
After finishing my campaign, wwhich lastet for 1 year and two month, i want to talk about some pros and contras i and my players discovered, first the Contras:
- We agreed, that the SciFi Parts in Darduna history are just not fitting, there would be better just a fantasy setting.
- We would really like to have more information about the countries, since there are just really really short summaries in the Glossar.
- There were several Problems with fighting: First: It is really work-intensive to make a nice fight. As soon as there are more than four combatants the system begins to be not playable due to calculating combat Actions, and initiative. I wanted a fluid fight, so i got rid of Combat Actions in bigger fight in Order to get more dynamic and i made a constant initiative. Moreover we just not used the combat location table, Players and I just couldn't read it properly. If there was a special attack to any Bodypart i gave a spontanous modifier and told effects. It was just easier and as much flavoured as the combat location table.
- I as GM would have liked to get more hints for how the dream realm looks like. I just had the Example of dreamwalking, but that was for the special situation. A nice tiny list of flavour would be nice.
- The skill list is sometime rather repetative. There are 6 skills for negotiating (Diplomatics, Bribery, Bargain, Conversation, Persuasion and Oratory) but none for valuating other Janahs intentions, whether they lie or not and such (except for maybe Empathy, which is no skill)
- The map of Darduna in the book is not really usable, because the big gap in the middle just prevents from getting an overview of the true map. I got the digital map, which is really much more helpful!
- We all buyed the Basic compendium, but one of my players said, the binding of his book already breaks. It is just 3 month old, thats rather early. Mine however is rather fine, except of some places on the edges of the binding.
pros:
- We had really many ideas in Charakter Creation. There were so many possibilities in the animals and the professions, that the ideas just flooded in!
- The idea of ritual magic, which is really powerful but dangerous and time taking is very interesting. It is just different from "spontanous spellcasting" in other systems, so the players maybe have to deal without magic in a surprising situation.
- The idea of Suthra is very fascinating, there were so many ideas of using them, that i decided to play a Suthra Master next Adventure.
- We also had much good ideas and fun with crystal weapons and some magic bound on them (artifacts), at the beginning i concentrated on that, even if there is also very nice chitinwork.
- The indian like setting is also something very new and nice. There are just many ways of awesome architecture and religious flavour!
- there are also many other positive things, but that were the main ones.
In Conclusion:
We really enjoyed playing shard and will continue playing it. But we will also change some rules for more dynamic.