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Cathan
Posts: 22
Joined: Tue 25 Feb 2020, 17:52

Re: Players not looking to adventure?

Tue 02 Jun 2020, 01:02

I had one of my long term players drop out of the game as well early on. He just didn’t like the transition to Roll20 and didn’t like the crafting elements to FL. It’s okay. We picked up another player. It’s his prerogative not to like it. We moved on.
 
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Ebrim
Posts: 473
Joined: Tue 30 Jul 2019, 22:51

Re: Players not looking to adventure?

Tue 02 Jun 2020, 06:09

I had one of my long term players drop out of the game as well early on. He just didn’t like the transition to Roll20 and didn’t like the crafting elements to FL. It’s okay. We picked up another player. It’s his prerogative not to like it. We moved on.
Just out of curiosity: what was it about crafting that bothered him?
 
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Cathan
Posts: 22
Joined: Tue 25 Feb 2020, 17:52

Re: Players not looking to adventure?

Tue 09 Jun 2020, 00:13

I had one of my long term players drop out of the game as well early on. He just didn’t like the transition to Roll20 and didn’t like the crafting elements to FL. It’s okay. We picked up another player. It’s his prerogative not to like it. We moved on.
Just out of curiosity: what was it about crafting that bothered him?
I haven't talked to him in detail about it, but I got the sense that he felt it involved too much bookkeeping. e.g. I want to make torches, but for that I need wood, for wood I need an axe... Now I need to track how much wood I have to know how many resource dice of torches I can produce. This guy is also likes rules-lite games and is constantly trying out new systems without anything ever sticking with one for too long. So really, I'm not worried about it.

Personally, I love this system. It forces the players to make some hard choices with what they spend their time on, what they invest in regards to skills and talents, what they carry with them, etc. It's creating some good rollplaying opportunities. Now granted, when we all first were learning the system, it took a bit of doing to get everyone through the steps. But now, having played a couple of dozen sessions, the rest of my players are now fully invested in the system and spend a fair amount of time discussing how to "level-up" the party's efficiency collaboratively.

The only other complaint that I have gotten is from a player who feels limited by the endurance system. He just wants to be able to carry "all the loot" and not have to worry about endurance. Again, I like the realism of the system. it forces hard choices when a player can't just carry 14 broadswords and 9 pairs of looted boots. This player finally bought pack rat, so that may now put an end to some of the complaints.
 
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Ebrim
Posts: 473
Joined: Tue 30 Jul 2019, 22:51

Re: Players not looking to adventure?

Tue 09 Jun 2020, 17:12

Heh, you can wait a bit before asking “yeah, you can carry it physically but how are you carrying it?”
 
rennarda
Posts: 106
Joined: Fri 20 Dec 2019, 15:28

Re: Players not looking to adventure?

Mon 10 Aug 2020, 13:02

I think you could definitely run an interesting trading based game, leveraging some of the Stronghold rule. It would be very different from a typical FL game, but it might be worth trying as an experiment.
 
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Rymdhamster
Posts: 297
Joined: Sat 11 Jan 2014, 16:40

Re: Players not looking to adventure?

Mon 10 Aug 2020, 16:14

I think you could definitely run an interesting trading based game, leveraging some of the Stronghold rule. It would be very different from a typical FL game, but it might be worth trying as an experiment.
That is a very good idea. My gut reaction today would probably have been "That's fine, your character goes of and lives a quiet and fullfilling life as a merchant. Now do a new character that is actually an adventurer."

But truth be told, there are plenty of adventure possibilities to be had as a merchant as well. Robbers along the road, crocked traders trying to skim you. Corrupt town guards who take their cut, other traders that do not like the competition.

To be frank, after a couple of weeks of me comming up with schemes I think most players would long for the easy to get profits of a regular adventure =D

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