Joined: Wed Sep 19, 2012 8:56 pm
1) What about playing Pure Steam made it feel unique or distinctive? Was it the steampunk setting? The gadgetry? A particular class or game mechanic? Explain.
The world was compelling and the role playing was smooth and believable for the setting.
2) What more could be done to make Pure Steam feel even more distinctive?
More Urban areas will need to be seen before this answer can be addressed properly. A section that guides players into the setting might be helpful.
3) Name three things you were anticipating before sitting down at the table?
Saloon, Immersion into a steampunk world, unique classes to help flesh out a players role, a unique urban environment, less magic than conventional settings, tech-driven airships, abundant steam powered gadgets.
4) Of those three things, which one(s) were lacking in terms of payoff? Why or why not?
This is difficult to answer within the limits of the module and based on the fact that during this first session we did not get all the way through it.
5) Which base class or archetype did you play? How did you feel about the way the characters meshed (i.e. party chemistry)?
6) What about the base class or archetype that you played made it enjoyable?
The party meshed very well. Each had strengths and each of the classes relied on the others to overcome the challenges.
Chaplain: Still trying to understand the Gravitas ability and how the Chaplain can “tap into” magic or if there is some other way it can be explained.
Grease Rat: At level one felt rather close to a rogue. As a foresight it will be imperative to include many vehicle type battles where the “demolishing blow” ability will come into play.
Moonshiner: Loved the idea of playing a hillbilly alchemist.
Ructioner: This archetype fit very well into the setting depicting that larger-than-life type of attitude.
7) If there was something you could have changed about a certain class feature or core mechanic, what would it have been and why?
The standard rules for combat and cover did not complement the duck and cover style that is expected in a steampunk setting. Perhaps adding some feats or other small changes or suggestions on how to deal with these rules.
I think trying to come up with a way to eradicate the “intoxication points” might be nice. I am not a fan of point systems; this is just a personal opinion
8) The adventure module was designed to showcase Pure Steam’s strengths: colorful characters, firefights and fisticuffs, themed skill challenges, vehicle combat, high tech/low magic, etc. Which of these aspects stood out at the most to you, and why?
The bar-fight was good and the style of the firefights was good. Magic took a place in the background which made the module more believable. **The module was not completed so this question will be better answered after I run the whole thing.
9) How grounded in our own world’s history did you feel the adventure was? More or less than you expected? Explain.
More material will be needed before this question can be well answered. There was a same-but-different feel to the setting.
10) How much, to any extent, did the soundtrack enhance your Pure Steam gaming experience?
The soundtrack left a lot to be desired. It was far too modern with blatant dubstep; felt more cyberpunk than steampunk. More blugrass/folk. The music should be an industrialized-wildwest style of music. There should be a banjo heavy bar fight track.
11) Any further comments or suggestions? If not, please give us a one sentence summation of your Pure Steam gaming experience (i.e. something memorable)
some very simple close range shotgun type defense weapon would enhance non-melee types
The appalachian feel of the countryside was very enjoyable to roleplay. The realization that we were roleplaying steampunk was awesome!
**I heard you were completely re-working the module so I will not post any feedback on the layout.