10 thoughts on “Actual Play Episode 038 – Drekstorm: Conclusion”

  1. I only recently discovered this podcast and listened to an entire years worth in a couple of weeks. It was pretty hard having to wait for this much anticipated episode to drop.
    Eagerly waiting for the next one already, keep up the good work.

    1. Thanks! And trust us: we’ve been binging on old TV series (seriesES?) on Netflix. So we understand the pain of being caught up. 😉

  2. I didn’t really enjoy this mission. It’s really not fun to work all week and get into a game where I spend most of the time not able to do anything and anything I do is countered easily.

    It felt like the players were getting punished for something although I don’ t know what for. Punished for wanting to play a game?

    To each their own I guess.

    1. I’m sorry but I really didn’t get the same vibe as you at all. The players themselves (in character) acknowledged they didn’t prepare sufficiently and were overconfident. The fact that two of the players were unavailable and hence their characters had to disappear didn’t help.

      What was it that made you think that there was an element of punishing the players?

    2. I actually consider part of my failure as a player leading to the unfortunate incident which occurred. I’ve often struggled knowing when and what to do with Tiny and this was a major learning lesson for me.

      That said, our little band of misfits do quite a bit of scheduling and negotiating behind the scenes on our forum. We collectively decided to continue the session despite absences. I wouldn’t say this was in any way a punishment by Mr. J (despite his cold black heart which pumps only venom and slag).

      If anything I think this drekstorm only reinforced the need to collaborate more as a unit as well as it shows just how dark dangerous the shadows really are. For me, I really appreciate the fact that our group is willing to get down in the nitty gritty realism of street life where death is a very real possibility. For me part of the fun is that we could legitimately die at any given point. It adds a dynamic i don’t think is very prevalent in RPGs.

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