Okay, so this is a little lopsided, but sort of reflects my mood.
The Good
IC
1. Katrin not only accepting Gerrard's hand in public, but taking it and holding it. Utterly made his day, and felt like another step forward.
2. Reeling off about three minutes of top volume religious invective that had other PCs physically backing out of the way to let him through.
3. Trying to motivate Aniseed. No idea if it's going to work, but it provided one of those hairs on the neck IC moments that constitutes the reason why I do this hobby. Right up there with the best scenes I've been involved in.
4. The moment of sheer awesome as we realised the team of two mages and a guard had won something. High fives and everything.
5. Trying to convince Tinker it wasn't all that bad. I don't know if she enjoyed it or not, but it gave me an intense rush.
OOC
1. Finding another Valkyrie follower. The only other one's player upped and flounced when the code of conduct came in, so finding someone else taking up and running with something you've created is a massive thrill.
2. Apparently carrying off delirious so well that I was giving people OOC worries.
3. Surviving the weekend in all that kit. Means the 36hr will be possible if I get to play.
4. 3:30am pop tarts. No idea why, just felt good.
The Bad
IC
1. Magma. Not only using a combination of arrogance and bravado to strongarm a newbie character out of his just reward (which I should have put a stop to because I was awake throughout), but then refusing to accept responsibility for his own squadron, telling me that an unruly patrolee was first on my squad (I didn't give myself one), and then on Katrin's (nope, wrong again), and then letting his skirmish squad get wrapped up like a birthday present and the shield wall get flanked. He should have been relieved of command of his squad and it given to someone else on more than one occasion. Unfortunately, the only one with the authority to do so was me, and I have no idea why I didn't do it. Probably because it wouldn't have stuck. He's never going to know what it is to properly fail, and it's dangerous to have someone like that in charge.
2. Forgetting to ask for a wooden staff to fight him with. One of many and varied weapon skills Gerrard has but never uses.
3. The Light Company. It felt like a bunch of people twinking and powergaming IC rather than OOC. I can't say I'm a great fan of it in either manifestation - dealing with them telling us were doing it wrong left a sour taste in my mouth.
4. Looking round and seeing people snapping to do what my three subordinate Lieutenants yelled at them to do, while it always takes me five minutes of conversation and negotiation before I get anything done by anyone else.
5. Having assigned three squads, the niggling feeling that, until Sunday and it all kicked off in earnest, I could have pointed at anyone and asked them whose squad they were on, and had a more than a fifty percent chance of getting back 'I don't know'.
6. Feeling I was letting my team down as we really only had one available tactic - tool me up to the nines and let me go solo. Meant they didn't get to take part in the fights and it just became a me showcase.
7. Personally beating Smithy twice. Felt wrong.
8. IC verbal abuse in Tinker's direction. 'Felt wrong' is an understatement.
OOC
1. Cheating (Mine). In the final encounter, on countback, I reckon I got hit with 44 points of net Disruption damage. Not even Gerrard is that hardcore. Should have been my third death of the weekend. @James & Ruth, please feel free to dock points accordingly.
2. 24hr time in my arse. That only works if everyone who agrees with it in principle doesn't simultaneously take the decision that they'll vote in favour but not actually partake themselves. By 3am, there were about 10 of us left on both sides. By 5am, that was five players and one monster. James ran out encounters by himself for over 90 minutes before giving up at around 5:15 and standing the monster room (i.e. him) down as the sun started to rise. What's the point of the society voting in favour of 24hr time in if only a tiny minority are actually (genuinely) up for it?
3. More proof that the concept of high-threat is redundant. Any game can be high-threat, high-death in the right circumstances - ramping up the danger just means that the ones who tend to die will do so more, and the ones who don't will continue not to and get away with it as usual. Twenty-three and counting, and not one on a game marketed as high-threat.
4. Bad temper issues. Felt like a lot of it running just below the surface all round, and I was guilty of massive OOC to IC bleed on Saturday night as the bitching about who wasn't up and about was in full flow.
The Ugly
1. My chainmail leggings on Friday night. Having to make do and mend is very IC, but I don't actually know how to do it OOC.
2. My feet upon removing my shoes and socks on Sunday night. The bed-of-nails sensation I was reporting was due to my feet having swollen with damp, and started to fold over on themselves.
The Good
IC
1. Katrin not only accepting Gerrard's hand in public, but taking it and holding it. Utterly made his day, and felt like another step forward.
2. Reeling off about three minutes of top volume religious invective that had other PCs physically backing out of the way to let him through.
3. Trying to motivate Aniseed. No idea if it's going to work, but it provided one of those hairs on the neck IC moments that constitutes the reason why I do this hobby. Right up there with the best scenes I've been involved in.
4. The moment of sheer awesome as we realised the team of two mages and a guard had won something. High fives and everything.
5. Trying to convince Tinker it wasn't all that bad. I don't know if she enjoyed it or not, but it gave me an intense rush.
OOC
1. Finding another Valkyrie follower. The only other one's player upped and flounced when the code of conduct came in, so finding someone else taking up and running with something you've created is a massive thrill.
2. Apparently carrying off delirious so well that I was giving people OOC worries.
3. Surviving the weekend in all that kit. Means the 36hr will be possible if I get to play.
4. 3:30am pop tarts. No idea why, just felt good.
The Bad
IC
1. Magma. Not only using a combination of arrogance and bravado to strongarm a newbie character out of his just reward (which I should have put a stop to because I was awake throughout), but then refusing to accept responsibility for his own squadron, telling me that an unruly patrolee was first on my squad (I didn't give myself one), and then on Katrin's (nope, wrong again), and then letting his skirmish squad get wrapped up like a birthday present and the shield wall get flanked. He should have been relieved of command of his squad and it given to someone else on more than one occasion. Unfortunately, the only one with the authority to do so was me, and I have no idea why I didn't do it. Probably because it wouldn't have stuck. He's never going to know what it is to properly fail, and it's dangerous to have someone like that in charge.
2. Forgetting to ask for a wooden staff to fight him with. One of many and varied weapon skills Gerrard has but never uses.
3. The Light Company. It felt like a bunch of people twinking and powergaming IC rather than OOC. I can't say I'm a great fan of it in either manifestation - dealing with them telling us were doing it wrong left a sour taste in my mouth.
4. Looking round and seeing people snapping to do what my three subordinate Lieutenants yelled at them to do, while it always takes me five minutes of conversation and negotiation before I get anything done by anyone else.
5. Having assigned three squads, the niggling feeling that, until Sunday and it all kicked off in earnest, I could have pointed at anyone and asked them whose squad they were on, and had a more than a fifty percent chance of getting back 'I don't know'.
6. Feeling I was letting my team down as we really only had one available tactic - tool me up to the nines and let me go solo. Meant they didn't get to take part in the fights and it just became a me showcase.
7. Personally beating Smithy twice. Felt wrong.
8. IC verbal abuse in Tinker's direction. 'Felt wrong' is an understatement.
OOC
1. Cheating (Mine). In the final encounter, on countback, I reckon I got hit with 44 points of net Disruption damage. Not even Gerrard is that hardcore. Should have been my third death of the weekend. @James & Ruth, please feel free to dock points accordingly.
2. 24hr time in my arse. That only works if everyone who agrees with it in principle doesn't simultaneously take the decision that they'll vote in favour but not actually partake themselves. By 3am, there were about 10 of us left on both sides. By 5am, that was five players and one monster. James ran out encounters by himself for over 90 minutes before giving up at around 5:15 and standing the monster room (i.e. him) down as the sun started to rise. What's the point of the society voting in favour of 24hr time in if only a tiny minority are actually (genuinely) up for it?
3. More proof that the concept of high-threat is redundant. Any game can be high-threat, high-death in the right circumstances - ramping up the danger just means that the ones who tend to die will do so more, and the ones who don't will continue not to and get away with it as usual. Twenty-three and counting, and not one on a game marketed as high-threat.
4. Bad temper issues. Felt like a lot of it running just below the surface all round, and I was guilty of massive OOC to IC bleed on Saturday night as the bitching about who wasn't up and about was in full flow.
The Ugly
1. My chainmail leggings on Friday night. Having to make do and mend is very IC, but I don't actually know how to do it OOC.
2. My feet upon removing my shoes and socks on Sunday night. The bed-of-nails sensation I was reporting was due to my feet having swollen with damp, and started to fold over on themselves.