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09/27/11(Tue)04:24 No.16440502>>16440246
The real trick of AdEva is that you MUST get an appropriate balance of events. The thign is, Angel combat is basically bossfights. That means that unless you go plot-heavy, your entire campaign will be long, grinding bossfights, and nobody wants that. My personal preference is to assume a best balance of around 1/3 each of Angelic combat, plot events of any sort, and letting the characters pick some directions, and adjust to suit.
The thing about AdEva is that you need peopel willing to accept these things. If they're used to stupid boring combat-only games, they will have to make sharp adjustments to get along at all in here. Plot-heavy and RP-centric are almost mandatory, and the level of tiem you spend on them tends to directly influence the fun of the game, right up until you cross the 'so where the fuck are the Angels?' line.
DO NOT have a predetermine dplot in totality. Your players will fuck it up. The basic unit of combat in thsi game is a walking WMD, and if you have an OD you have a PC playing one of the most politically influential people in that world. If you don't give them a commensurate feeling of influence to save your plot, your game will suck. You have to be prepared to adapt. That doesn't mean freeform it if you can't, and most can't. It just means instead of having a predetermined plotline, just have a set number of 'actors' who play a role in the game's plot, let the events of each episode happen, then sit down with the details and decide how each of those people or groups would react and keep that in mind for the next plot. The only exception to this is Adam and the Angels, who should be doing whatever the hell he wants. The last campaign I ran by hitting the Random button on a music program and using the song name as the name of that episode, and it worked out excellently, because it was just enough inspiration for me to realise where I had wanted to take the plot all along. |