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What the is the single thing you liked the most from the last Campaign "The Grand Paladin Order"
Describe your Situation or Character or whatever it is you liked the most from this campaign and why. Rob demanded it so we shall deliver it to him whether he likes it or not.
Comments
Overall I enjoyed the show, my small grievances didn't hinder the shoq. Cant wait to see more stuff from the team
I also have to say that Rob was pretty brave in what characters he targeted for death rolls. He's got a lot of time invested into characters like Lance and Mikael, and he took the chance (sometimes multiple) to snuff them out despite all the work that had been put into them.
Stacking walls on walls was fun too.
The imagery of Justin killing everything while it slept during the first fight was also pretty great that their was almost an "inception" event.
Best one I think that I recorded was this.
"That's how bad that I feel like I need to do something to you guys. A 5? Fuck you!" - Rob
That was when Justin rolled a 5 using his trample and Rob caused him to destroy the wall and down Micheal.
I find myself carried away in "what if"s and theory more in how her character will be depicted. Will she become morose like her mother? Will she carry Mikael's blessings? Will she feel guilty? angry at Galen for not waiting?
Roamin made a character that didn't fit into the campaign but somehow gave her the most complete story regardless. That was pretty cool too. I think it would have blown everyone away if she was more integrated into what was going on around her.
Justin's character was perfectly intergrated into the setting and I wish he had more story but he's the sort of character I expect to see over and over.
I know there has been a lot of talk about death rolls and such after this last game so in light of that I want to make it clear how much I enjoyed when high rolls and low rolls mattered. The times that they mattered made things feel so much more alive and less like we were waiting for a one or twenty. I like consequences and incentives for taking risks in URealms so this gradual scale tends to lead to more entertaining outcomes than success/fail/critical/critical fumble.