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Post by Yuko Sayre on Sept 19, 2015 22:04:13 GMT
Alright, please note that nothing here is final. I'm still trying to work some of the things here and there, but overall I'm actually playing on an idea that is in Season 6 (The Young Hunters That Leapt Through Time, which I ironically have yet to watch. I'm on about episode 10 of Fusion. Trying to get all caught up before Tri comes out. Anyway...) in the form of all the Digital Worlds exist side by side in alternate dimensions. The one our adventures get drawn to is a kind of hub world summoned by the Digimon Soverigns, who exist across many of these variants ensuring their safety. This being said, our Digital Heroes are not even from the same dimensions. This means multiple Digivices.
There were a few things I debated when I made this, but I think I have settled on there is an Organization's Presence in the Digital World (Still working on a name though I think I have a logo). Ultimately their focus there is based on an event, known as Rengoski. That was the day of first contact with the Digital World. There was almost no defense to it at that time, and as a result many life's were lost. As a result Daemon strikes a deal to help resurrect those who died during the event if they help him escape from the Dark Ocean. (If he can or not is irrelevant.) Obviously this means its going to involve the Dark Ocean.
I have a few other ideas planned, but for setting I think that about covers the main points. I'm still working on smoothing things out. I'll be posting a few house rules and mechanics to balance out the Digivices to each other in a bit.
Edit: If anyone is really interested I can post a more detailed explanation of the plots and events I have planned or I could even post the sessions as they happen (assuming I get everyones permission to do so.)
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Post by TM93 on Sept 20, 2015 3:35:57 GMT
So it's a bit Digimon and a bit Xenoverse if I'm reading this right? Of course to top it off, going into the dark ocean and all the madness that would create, so tossing a bit of Call of Cthulu as sprinkles on top.
What I can already see this campaign being good for: storytelling and developing some deep and interesting characters, no question, as well as allowing a massive amount of party variety.
But on the flipside it may not mechanically be the most balanced thing ever, not because the evolution methods do not have individual ups and downs, but because they're not inherently balanced for campaigns running more than maybe two types of methods tops. However, if you can get over that, that's perfect.
I would love to hear more details on this campaign setting if at all possible, as it seems like a fun place to start. Logs, if you want to, are also very welcome, although maybe snipping it down to things like RP logs over raw paste data (cutting out people asking for rolls, and maybe even cutting out rolls entirely, might be a good idea to trim the fat, if you feel it isn't necessary).
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Post by Yuko Sayre on Sept 20, 2015 4:57:18 GMT
I assume you're talking about Dragonball Xenoverse. I'm not sure in what way you mean, since I've not played it myself. However, I vaguely know the story, and if you mean time traveling and the like, that wouldn't be quite right. It is very much its own world, just tied to others. For instance Seraphimon, Ophanimon, and Cherubimon allow the use of the 10 Legendary Spirits (Although at present I think only 1 character is getting this from the PC side) even though its in another dimension. (Perhaps this isn't what you met though. Although it is very much its own world. I think I may end up borrowing the power of the crests or perhaps make my own. Not sure yet.)
As for the party its going well. So far the players have made a headstrong adventurer type who feels pressured into everything he does., a character who feels entrapped by parental expectations with no real sense of self. Two players are still making theres but I think one wants a kinda distant stuck-up entitled teenager whos used to getting what she want. Then theres one other I'm trying to get to join.
Anyway, onto the main reason for this post. House Rules and Mechanics!
House Rules:
Up to 2 Areas starting (Not Willpower)
You know. Out of my house rules this is the one I regret the most. It was to encourage players to work together during the RP, but I'm not sure I entirely like the result of it (as in its resulted in most players maxing out those two areas. Its not necessarily bad, but...). If you want to expand it further you can. The one thing is, do not allow investment into Willpower. Instead in this game it'll be something that characters earn as they progress through the campaign. Plus, if they had it they might never go to the Dark Ocean and thats just not as fun. Although feel free to invest in the Survival skills as normal.
Two Minor Torments & 1 Major
I don't have much to say about this one. Rather than picking one or the other I'm requiring both.
½ Leftover CP converted to EXP
With the above restriction it seemed only right to use something like this. As of yet no one has, but its still there.
Have to invest in an Attribute before getting the associated skill
This one just seems like logic to me. You have to have a point in Charisma before you can be able to know how to Persuade someone.
Anyway with that out of the way...
Mechanics:
Oh boy, where do I start with this? Since I'll be allowing Digivices that span across different series that makes this a hard one. I'm not sure if theres a good way to balance everything, so I actually didn't try to do that. Instead I tried to focus in ways to make each one feel special and have things the others didn't so there wasn't really a good way to compare it. So with that lets just start going down the list starting with the original and moving on.
Digivice/D-3:
This one isn't actually getting to much love for the first part of the campaign. But later in the Campaign (after the Organization turns), these Digivices will transform from the Season 1 into Season 2 Digivices and by that point I think the Digiarmor eggs will allow Digivolving straight to the Ultimate level (perhaps 2 or 3 a player). This will be important as I am planning a method to stop Digivolution. Who knows. I might even throw in DNA Evolution to allow for a truly devastating creature. Add in the fact that they're still capable of using tags and crests, they can buy into Digizoid Armor and Weapons as well, and will also have a Mega seems pretty solid. IMO.
D-Power:
Not to much to say about this one. It has cards and it has Bio-Merge. Bio-Merge will get the extra actions and hey you still have card buffers to me. Seems pretty solid already.
D-Tector:
This one Digivice. This is the reason I don't sleep at night. This is a Nightmare to say the least because of how its done. I've not finalized anything yet, but I'm thinking keep the forms the same. Which would mean the base is Champion. And then go up the forms. I was considering taking away the extra action and instead awarding DP individual to each form that way they all stay relevant and allowing Slide Evolution once a battle taking away 1/2 your Wound Boxes as you switch to another form. Add to that fact its capable of not one, but two possible Megas, and one Super Ultimate (Which I may not allow, maybe not considering the others are getting some pretty good stuff) adding to the fact that this Digivice has a second Mega will regain their extra action (at that point) and I think I might be able to finally sleep at night.
Data Link Digivice:
This one. I don't have much for this. Again allow multiple Digizoid Armor/Weapons. However this one is capable of Burst Mode. The only one that will be allowed. I'm thinking of reworking it as such. Perhaps add 1/2 your stats /2 for X Rounds where X is equal to your body / 1/20. I'm not sure how this would exactly work. I have not done any combat yet, but I do have time to refrain this so maybe there is hope. I might add more here, but I'm honestly not sure what.
Fusion Loader:
Not allowed to the PCs. I know. I'm a jerk, but I'm not touching that. Its too much work.
Now that was just mechanics about combat to even out. There will be other things, like the original Digivice being capable of locating other nearby Digivices and crests and such. D-Tectors have a map. Etc.
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Post by TM93 on Sept 20, 2015 9:28:58 GMT
I assume you're talking about Dragonball Xenoverse. I'm not sure in what way you mean, since I've not played it myself. However, I vaguely know the story, and if you mean time traveling and the like, that wouldn't be quite right. Well the first tidbit in Xenoverse is that heroes from what are essentially alternate dimensions/timelines are brought in to assist, the starting point of the game as opposed to the blatantly erm... time traveley bits later on. A very similar scenario to what you described yourself, everything else in Xenoverse not really withstanding. I'm actually wondering why only 2 Areas are allowed, with 30 CP to use and a cap of 20 to spend on Skills... as a Child character it's 100% impossible to only be allowed 2 "Areas" as they have a cap of 3 at creation. If you mean two Areas capped, by all means that's entirely reasonable and entirely following the rules, as only one Attribute and one Skill can be at the Creation Cap. If you have a Child Character who starts with 3 Body, all other Attributes must be at 2 or lower anyways, and same with Skills, if you have 3 in Manipulate, every other Skill must be 2 or lower by the basic system rules. It's also very tricky to mix a combination of zero Willpower and a Major or worse, Terrible Torment. You're either creating what's essentially a mechanically unwinnable scenario by doing so, something which is generally unwelcomed by players, or one which REQUIRES players to invest in points to mark off Torment Boxes. (even with 5 points marked off at creation for a Major Torment, your 3D6 range with 0 Willpower Investment is now -1 to 17, when Success DC is 15, even a maximized player can have trouble with this setup. That is a very very low success rate). It also really creates a scenario where all your Player Characters are, if you're following a Attributes/Skill Aiding Roleplay scenario, sniveling wimps deep down who have no real willpower, which is fine and dandy as a player choice, but I'm not quite sure how I feel about it as a forced path, it makes all the players sort of have the same flaw too over and over again. All of your characters are also going to be entirely terrible at making any type of Perception or Survival roll, meaning... well, they're mechanically just not going to see anything coming, as you stacked on the prerequisite of being unable to invest in Skills without the appropriate Attribute. I can understand your stance on the subject, but at the same time I also see how perhaps someone with a high intelligence score might be able to figure out how to persuade someone better, even if they're not naturally charismatic, to use the example you gave (some scenarios make more sense than others, why does being strong help you with persuade or manipulate, for example, but I digress). I might cut down on the total number of Torments, one Major and one Minor is more than enough, simply tossing in more flaws doesn't always make the character better, in fact I've come across scenarios where having a variety of torments just ends up slogging the party down with constant Torment rolls. As for the Digivices, if you want to limit only the Digivice-IC Model to actual Burst Mode on it's own, that's fine, but remember that mechanically if a Digimon evolves FROM a Mega Level Digimon, even if it's still cataloged as a Mega on the wiki pages, it's considered a Burst Mode by DDA's ruling. I even did a short blurb about it, Super Ultimates/Ultra Level Digimon are also for all intents and purposes Burst Modes, Digimon like Gallantmon: Crimson Mode, UlforceVeedramon: Future Mode, Beelzebumon: Blast Mode, and Imperialdramon: Fighter Mode also qualifying as such, as unlike a Mode Change in DDA, all of these are raw and noticeable upgrades over their previous forms, not statistical tradeoffs. Maybe just houseruling out Burst Power unless the Digimon is Burst Mode itself would be a simpler option, but it's your game. That said Yggdrasil help you if someone manages to get out Imperialdramon: Paladin Mode, being a Burst Mode + 1 DNA Evolution, it's going to have a massive starting pool of DP (100 for Burst + 1 as a Stage, then another 25 for being a Jogres level Digimon of that stage. 125 DP before you even get into Bonus DP that had been granted is ridiculous.) Honestly at a quick glance, just granting the Fusion Loader a bonus amount of Creation DP to Jogres Evolution/DNA Evolution based on either A) the number of Digimon used, or B) the Level of the final Digimon in question in addition to the normal amount of extra DP gained, say either +2 per Digimon used, or +7 Bonus DP over +5 Bonus DP for each Stage above Rookie achieved. It's a very specialized, but very 'best at what I do' type of Digivice. I can see the take on the Frontier Digivice, and I don't think your party has many Combat Tamers so probably not an issue, but the Extra Action idea was more to help balance out the fact that you only have one Digimon/Human hybrid over most Characters having both to take actions. I want to state one more time that mixing evolution methods in the same campaign can be fun for story, but not always the best mechanically. No matter how well you try to balance them, generally one will end up being superior to all the others for the purposes of the campaign, and it can end up potentially creating a 'no fun' scenario for everyone who didn't choose that path. I'm not saying this WILL happen, but to tread carefully, from one GM of the system to another. That said I entirely get why from a storytelling perspective, you are making these choices, as it makes your job less chaotic and chance-based as a GM. I'm just trying to see both sides here, and sometimes that requires playing a little bit of Devil's Advocate. Part of what me, and the people who picked apart DDA to give people more options, did to see what had to be done was pick apart every choice made and look at the reasoning. This is nothing personal, I assure you. I wish you luck with this campaign, and I hope you understand I only have the best intentions in mind with this... admittedly long-winded criticism and overview of the mechanical aspects of this scenario.
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Post by Yuko Sayre on Sept 20, 2015 14:21:02 GMT
I'm actually wondering why only 2 Areas are allowed, with 30 CP to use and a cap of 20 to spend on Skills... as a Child character it's 100% impossible to only be allowed 2 "Areas" as they have a cap of 3 at creation. If you mean two Areas capped, by all means that's entirely reasonable and entirely following the rules, as only one Attribute and one Skill can be at the Creation Cap. If you have a Child Character who starts with 3 Body, all other Attributes must be at 2 or lower anyways, and same with Skills, if you have 3 in Manipulate, every other Skill must be 2 or lower by the basic system rules. Well, actually I picked 2 originally...I don't actually have a good reason why. Everyone has picked a teenager so far (probably shoulda mentioned I placed an age limit of 16) however so that wasn't really an issue. Like I said, limiting to the two areas is something I'm starting to regret. By the time I thought to open it up to more I ran it by the players one person was actually satisfied with how theirs turned out and another didn't wish to redo it so I didn't think it'd be fair to open it to the others so I left it as is. Live and learn I suppose. It's also very tricky to mix a combination of zero Willpower and a Major or worse, Terrible Torment. You're either creating what's essentially a mechanically unwinnable scenario by doing so, something which is generally unwelcomed by players, or one which REQUIRES players to invest in points to mark off Torment Boxes. (even with 5 points marked off at creation for a Major Torment, your 3D6 range with 0 Willpower Investment is now -1 to 17, when Success DC is 15, even a maximized player can have trouble with this setup. That is a very very low success rate). It also really creates a scenario where all your Player Characters are, if you're following a Attributes/Skill Aiding Roleplay scenario, sniveling wimps deep down who have no real willpower, which is fine and dandy as a player choice, but I'm not quite sure how I feel about it as a forced path, it makes all the players sort of have the same flaw too over and over again. All of your characters are also going to be entirely terrible at making any type of Perception or Survival roll, meaning... well, they're mechanically just not going to see anything coming, as you stacked on the prerequisite of being unable to invest in Skills without the appropriate Attribute. I can understand your stance on the subject, but at the same time I also see how perhaps someone with a high intelligence score might be able to figure out how to persuade someone better, even if they're not naturally charismatic, to use the example you gave (some scenarios make more sense than others, why does being strong help you with persuade or manipulate, for example, but I digress). I might cut down on the total number of Torments, one Major and one Minor is more than enough, simply tossing in more flaws doesn't always make the character better, in fact I've come across scenarios where having a variety of torments just ends up slogging the party down with constant Torment rolls. You know something? I actually agree with all of this. It is a rather slippery slope. I already had an idea of that part when I put the no willpower rule onto the list. However, I have no intention of completely screwing over the player with this. In fact one of the reasons I eventually opted to give the player Willpower for free is because of this very reason. People grow as they face their own fears, and at first, that can be a really big challenge. As they grow from it I wanted to give the player something out of it other than just marking off Torment boxes. So far, everyone has been really good about making characters that do have some backbone even, without willpower. I also don't plan to tell the target score of most roles, and be a little more lenient in the beginning on these rolls for that reason. Doing that it means I can actually cheat (in the players favor). Because lets me honest, its fine for me as a GM to come up with these rules and all, but its really about people having fun. I really don't want to be that guy that just makes it unwinable....I mean, unless they walk up to a Digimon and start smacking it. Don't think it'd take to kindly to that. As of now I'm working on ways to bring it up and get them through the story with it. If they choose to bring it up more than I do, thats really up to them. As for the Digivices, if you want to limit only the Digivice-IC Model to actual Burst Mode on it's own, that's fine, but remember that mechanically if a Digimon evolves FROM a Mega Level Digimon, even if it's still cataloged as a Mega on the wiki pages, it's considered a Burst Mode by DDA's ruling. I even did a short blurb about it, Super Ultimates/Ultra Level Digimon are also for all intents and purposes Burst Modes, Digimon like Gallantmon: Crimson Mode, UlforceVeedramon: Future Mode, Beelzebumon: Blast Mode, and Imperialdramon: Fighter Mode also qualifying as such, as unlike a Mode Change in DDA, all of these are raw and noticeable upgrades over their previous forms, not statistical tradeoffs. Maybe just houseruling out Burst Power unless the Digimon is Burst Mode itself would be a simpler option, but it's your game. That said Yggdrasil help you if someone manages to get out Imperialdramon: Paladin Mode, being a Burst Mode + 1 DNA Evolution, it's going to have a massive starting pool of DP (100 for Burst + 1 as a Stage, then another 25 for being a Jogres level Digimon of that stage. 125 DP before you even get into Bonus DP that had been granted is ridiculous.) Oh sorry. I should have been a bit more clear. It was always my intent to outright Houserule out Burst Mode except to the IC Model. My bad. Honestly at a quick glance, just granting the Fusion Loader a bonus amount of Creation DP to Jogres Evolution/DNA Evolution based on either A) the number of Digimon used, or B) the Level of the final Digimon in question in addition to the normal amount of extra DP gained, say either +2 per Digimon used, or +7 Bonus DP over +5 Bonus DP for each Stage above Rookie achieved. It's a very specialized, but very 'best at what I do' type of Digivice. The reason I'm not touching it, isn't mechanics. Its actually because I just feel like constantly having the player make these new forms for each Fusion might become a chore more than it is fun. I suppose if you really wanted to offer it to the players you might be able to give a list of possible combinations instead of allowing it to fuse with everything and that'd be fine. Still seems like a lot of work to me for the player though. I can see the take on the Frontier Digivice, and I don't think your party has many Combat Tamers so probably not an issue, but the Extra Action idea was more to help balance out the fact that you only have one Digimon/Human hybrid over most Characters having both to take actions. ....I will admit. I did not know this. I read the handbook, but I was under the impression that the Human/Digimon shared the same turn and they had the actions to split between them.
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Post by TM93 on Sept 20, 2015 15:43:05 GMT
Just to cut down on space, not Quoting here.
Glad we're on the same page about the Willpower thing overall, and more glad that in your scenario it's working out. Just wanted to list out the potential issues was all.
For the Xros Loader, I can see how that's a potential problem, I just wanted to give my two cents on the subject was all.
And I understand better now, everyone else just won't be able to go higher than Mega in your game, Mega is as high as they get entirely. I just wanted to make the rule clear that if Players did something like that, they'd be technically correct if ruling based on what I'd ruled previously.
Finally, if your Hybrid Tamer is the only Combat Tamer anyways it's really not the biggest deal to have your rule over the other one I had in place (I thought I went over in the handbook that Tamers+Digimon got a pool of 1 Simple and 1 Complex for each half of the party in the book, but whatever, stuff gets missed, no big deal). As most Tamers at most will be perhaps giving Orders or moving out of the way anyways, a +2 Accuracy or Dodge difference isn't going to make or break balance overall.
I can see that this is clearly working for you and your party, and I'm glad about that, don't worry. Just wanted to make sure all the rulings were mechanically sound.
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Post by Yuko Sayre on Sept 20, 2015 16:15:17 GMT
You're right. It is in there as a note. I believe when I read it though I thought it meant that both Humans and Digimon had Simple and Complex actions they were capable of. And perhaps thats my fault. I asked one of the players their opinion on it and it seems they were under that same impression as well. I may just restore the extra action for the D-Tectors then just to be fair.
Yeah, I'm sorry if it seems like I'm changing a lot to the system. I really just wanted to make a good world that could focus on the characters and the story and develop them as both progress. I really do like it, but because of certain decisions, such as allowing multiple Digivices I feel something had to change so that players didn't feel bad with one decision over the other.
With that said, I'm actually glad this went as well as it did. I was expecting to post this and like everything be wrong. But otherwise. I think thats it on the mechanics side that I'm doing, unless I want to add something to Data Link Digivice. I'll admit I wasn't planning to use this one either, but then it came up. As it stands it seems rather plain next to the others. If you're still interested I can post more on the story (once I nail it down more.) Though do keep in mind this might be a longer campaign.
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Post by TM93 on Sept 20, 2015 17:20:48 GMT
Honestly that's kind of the things with base systems, they're a base, a place to work off of, and sadly that doesn't work for every campaign. But that's just fine, and that's what Homebrew and House Rules exist to help fix. Heck, if you look at the Blackout handbook preview (which reminds me I should get back to work on that soon, maybe after I get the Wizardmon spotlight up), there's TONS of what would basically be considered House Rules in the book (Attributes in and of themselves normally have no effect in DDA, on top of the Organization Bonuses and ruling on different types of Evolution). I'm not mad at all, it's perfectly within your right as a GM to allow and disallow certain parts of the base system as you see fit within your game.
That bit on Action Pools is honestly just. Awkwardly worded overall and I should probably go back eventually and make it clearer. I tried to make the ruling apparent, as before it was immensely vague, but I might have undershot the goal a little.
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Post by Yuko Sayre on Oct 27, 2015 10:23:35 GMT
First and foremost. *Clears throat.* This campaign is on hold for the moment. The group I'm GMing for has decided they would like to do the prequel first, for information on that click here. However, seeing as it might be a while I thought I might go ahead and post what I had for the first session of this in case someone is interested. Please note: Do not expect this to be entirely new content. There are some things I'm borrowing from other places and trying to improve upon and make my own. It would also be good to note that in both campaigns Digimon (how I'm running them. Feel free to use the experience thing) will reach their next Digivolution when they hit milestones, like the show. Now, onto Session #1.Episode 1: ArrivalTheres not much to this one. Basically its getting the party to the Digital World and introducing them to their Digital partners. Also maybe introducing a kinda suspicious individual that'll keep appearing through the campaign. (Spoiler, its Wisemon. Probably shouldn't let the player know this though.)I had basically intended for this to be the entire session because of how spread out the characters will be (different dimensions and all). Well actually this is an interesting topic. Depending on what Digivices they have determines how they will arrive in the Digital World and what dimension they start in. (This will also be important because it'll determine how they receive their Mega forms later.) Those that share the same Digivices (those that both have D-3, people who have D-Powers, etc.) actually do exist in the same dimension. You can choose to keep this a secret from the player or make it known that some of them do come from the same dimension (in turn probably making them all think they're from the same one). As of right now, this is a minor detail, pick one, I'll reference which one I pick later or tell you it important and I'm just an awful person. There is one important detail you need to mention at the start of this campaign. The date, for all characters, is August 26, 2016. Its 11PM. The year, month, and day can change, but the time cannot. Whatever date you end up picking, remember it. It'll be important much later. I would suggest making it Friday or fall on a day where there wouldn't be any school the following day. Anyway, onto getting there!Digivice Peeps:
This is going to be much the same as it in in the series. That means accessing the Digital World will be much the same as it is in the first series. Highton View Terrace. Where? At Summer Camp of course! (For Nostalgia!....And I couldn't be bothered to pick a new point.) This one is pretty easy. Have one of their 'friends' (not really Wisemon again) text them asking them to meet them up there, or several of them once they get there, they kinda get pulled into the Digiworld. Before that you can interact with them on home life and such. Nothing fancy here. If they can't it gets a little harder. Have your mystery friend appear and open up a portal through their computer after taking time to explain the situation and if they still say no. Well, a little push never hurt anyone.D-Power/Data Link Digivice:Although I would recommend keeping the power to veto players having the latter device here, due to the fact that the original Digidestined are later going to use them, (Oh no! I keep spoiling things!), and thats the native Digivice for that world. IF one of your players has this, they are different dimensions, but how they arrive isn't much different. Have their character out on a stroll, or in their room/home. Doesn't matter. Rift appears. If they don't walk into it, don't panic. This is where you will use your completely human, and not at all Wisemon in disguise character to try to convince them to go. If all else fails a good push should suffice. Again, just have interactions before hand (you know unless they're cut off from the world).D-Tector:
Similar to the show. A strange symbol appears on the players phone and a message plays saying '____ Your Destiny Awaits.' and the message bit says 'Do You Accept?' Obviously they click yes or no. If they click yes, great! Have them go on a scavenger hunt-I'm just kidding. Although you will want to send them on some kind of trail with a time limit to reach the Shibuya Subway Station. (Like 'take this train to go here.' 'Head down the stairs.' 'Take the far elevator.' The voice would be saying all of this in true Frontier fashion. An hour, maybe two. Once they get there have them take an elevator that goes below ground and get on a train and it off to the Digital World you go! If they say no. Right before the player presses the button time freezes. This is an important fact for both the player and character to mention. Perhaps have them notice a nearby clock no longer works, the TV is stuck, microwave, etc. However it works. You're not Digimon friend appears again trying to get them to understand the situation. Its even acceptable to explain that if they say no, the world itself may be in danger. After convincing them the person vanishes and time resumes and then they'll click yes. Then scavenger hunt time. (This is my favorite. Again, interactions before all the serious stuff)Now having gotten all that out of the way, ALL of the characters wake up together, probably in an open field with strange creatures looking at them (except for the D-Tector guys, cause you know. Spirits.) I really don't have much else planned for this. I plan for all of my groups Digimon to be Fresh at the start. You can throw in a opening fight if you want, and have them Digivolve to the next form in this, but be sure to not have a lot of enemies or make them weak, otherwise you could just have it happen next session which will probably include a fight.
Preview: Probably something about exploring the Digital World. Maybe introducing one more Digidestined. Haven't decided yet.And thats session one guys.
Now, because I'm silly I'm doing a few extra things. I'm gonna have opening and endings I play at the start and end of the sessions (Obviously not the whole song, just snipits, that'd take forever.) Also, I will be doing a little preview of the next session. I don't have one this time cause I stopped working on this for the time being (once I start again I'll add it in), but those will also have their own songs. For the first half of this campaign the opening will be Wake Up Your Heart. And the ending will be This Is Your Life. Feel free to change these to fit your campaigns but I choose these because most of the characters people made for this seem to revolve around their characters trying to find their own way in life.
As for the previews, if the session didn't end on a sad note....Hey Digimon. You had to know this was coming. You had to. Anyway, moving on. If it DID end on a sad note, I don't think that'd be quite appropriate, so if thats the case I will probably forgo the ending song and bleed both the ending song and the preview together with River. Just a little something extra. Its something I'm doing cause I'm silly, but you don't have to. (Also let me know if you want me to stop spoiling things as I list them and learn them as they come up in the sessions.)
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