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So I stumbled into a low-concept idea, and it definitely takes some more production time to write than a goofball adventure. The whole thing has to keep that improv feel while presenting and examining character flaws. The audience needs to see different sides of issues and be presented with some moral conflicts that have no right answers.

I actually used to create tough dilemmas in my games a lot, because I was always interested to see how players would push through them. Some groups can be pretty good about it, but when they have weight, they have to be carried. Only amusing in hind sight, one group I played with used to panic when presented with even simple quandaries and would try to invent ways to go around the questions in their entirety.

I didn't go deep enough into character with the real game to get a good call and response with these sorts of issues, so all this script is mostly blind and original, written as though I had an unlikely perfect game with players who were a little bit capable of mind reading. Truth be told, even in my best groups, usually it's hard to juggle too many angles so sooner or later the answer becomes to break things and kill people.

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Applestone

Yeah, just breaking and killing stuff eventually is understandable, because playing any campaign even remotely the way you present them to us in those podcasts is quite Mentally Advanced. You have a lot of experience when it comes to cynical characters playing off of each other. Btw: When and where do these sessions happen? Are they IRL or are they online and I just never got a Discord notification?