Waterbrick Down

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  1. Waterbrick Down

    Heroica RPG 2.0

    So Example stats: Hero A HP: 11 HP Strength: 1 Skill: 1 Smarts: 0 Proficiency: Bladed Weapons (1) Equipped: Beam Sword (2), Impulse Shield (2) Enemy A HP: 7 Strength: 2 Skill: 0 Smarts: 0 Proficiency: Bladed Weapons (1) Equipped: Energy Axe (3), Ion Plating (1) Round 1 Hero A attacks Enemy A: Hero A's Dice Pool (3 [starting] + 1 [Skill or Strength] + 1 [Bladed Weapons]) vs. Enemy A's Dice Pool (3 [starting] + 0 [Skill]) = Hero A rolls 2 success + 2 Successes (Beam Sword) = 4 vs. Enemy A rolls 1 success + 1 (Ion Plating) = 2 Total Damage = 2 to Enemy A Enemy A attacks Hero A... I'm not the biggest fan of the weapon armor interaction, but I'm not sure how to incorporate them yet. The idea is that any player can use their highest stat to attack, but only Skill helps with defense rolls. Strength gives a bonus to HP and Smarts allows for more proficiencies. So characters can invest in Strength and they'll have lots of HP and do well with attacks, but sacrifice going lower in the battle order and not having a lot of proficiencies. Characters that invest in Skill can be good at combat and don't take a lot of damage, but when they do get hit they don't have a lot of extra HP to soak up the damage they also don't have a lot of proficiencies. Characters that invest in Smarts can do well attacking, but don't have a lot of defenses or HP, but are great skill monkies and usually have access to magic.
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    Heroica RPG 2.0

    So I've been thinking about different systems, what are folks thoughts on a dice pool system? You'd roll a number of d6's, 1-3 is failure, 4-6 success. Then it would be # of success vs difficulty level or an opposed roll against an opponent. Stats: HP Strength (also gives bonus to HP) Skill (also functions as Initiative) Smart (also gives bonus to # of proficiencies) Actions: Attack: 3 dice+ Strength/Skill/Smart Dice + Proficiency Dice + Weapon Rating vs. 3 dice + Skill Dice + Armor Rating = # of successes = Damage Defend: Add Skill Attribute Dice to player’s next Defense pool Rally: Add Smart Attribute Dice to Player’s Attack pool Magic: 3 dice + Arcana/Nature/Religion Proficiency Dice vs. Spell Difficulty Level Any other action: 3 dice + Attribute Dice + Proficiency Dice vs Difficulty Level Difficulty Level Simple: 1 Successes Skilled: 3 Successes Difficult: 5 Successes Impossible: 7 Successes Max Dice Pool = 10 Character Creation Starting Points: 10 points, 2 Proficiencies, 5 HP Proficiencies cost: 1 point Attributes cost: 2 point HP cost: 1 point Level ups would give points to spend. Example Proficiencies: Short Range Weapons Long Range Weapons Artillery Blade Weapons Blunt Weapons Athletics Acrobatics Sleight of Hand Stealth Arcana History Investigation Nature Religion Piloting Insight Medicine Perception Survival Deception Intimidation Performance Persuasion
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    Heroica RPG 2.0

    I've avoided blasters for the melee "knight" classes, but I'm open stylistically to them. I think the trick to balancing ranged and melee weapons comes down to damage type. We setup a weakness triangle: Energy: Blasters, Beam Swords Kinetic: Bladed Weapons (swords, spears, knives), Crushing weapons (Maces, Staves, Hammers), Crossbow Bolts, Natural Weapons (Claws, Teeth, Talons) Elemental: Flame Throwers, Ice Guns, Tesla Coils, Magic Energy Armor: Weak to Kinetic Weapons Kinetic Armor: Weak to Elemental Weapons Elemental Armor: Weak to Energy Weapons I agree, having something that can accelerate winning battles quickly would be very helpful. One of the RPG systems "13th Age" uses something called an "escalation die". Basically the first round the escalation die is 0, round 2 the die increases to 1 which means everything rolled increases by 1 (i.e. your to-hit values) which results in both the enemies and heroes landing hits more often which accelerates the end of the battle. The escalation die continues to increase to a maximum of 6. I think by divorcing damage calculations from row and having row only be a determining factor for targeting would go a long way.
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    Heroica RPG 2.0

    I like the orc mage and the last space rogue. The trick if finding the right balance between sci-fi armor/weapons but without making it too clean and too techy. A couple more figs: Cyborg Warrior Undead Lancer Cleric of the Unending Sun
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    Heroica RPG 2.0

    My point was to have the connection, Olegaia, but essentially make it and its history both physically and knowledge wise cutoff from Heroica 2.0. I agree with the point of clean slate in that it bares no requirement upon new players to have any previous history with the first game, but I think we can still have a nod to the former game with it being so far back in the timeline. Just a thought. A little Figbarfing to get the wheels turning. Too fantasy? Too sci-fi? Too steampunky?
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    Heroica RPG 2.0

    Magic is either simple (i.e. heroica) where the only variety is the element of damage or through the usage of scrolls, or complex with set spells.
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    Heroica RPG 2.0

    Those banners. Thanks for roughing out an example class, CMP, that's pretty much what I had in mind as well. Aside from expanding on that for all the rest of the "classes", I think we need to at some point discuss the magic system. In Heroica RPG, magic simply worked like a weapon with ammo. The Spellcasting job trait allowed for some variety outside of combat, but other than that, the main goal of any spell caster was to acquire all of the gems. Once they had them, there really wasn't any difference between one mage and another. I think in the end, the ether system simply didn't work. High level spell casters almost never ran out of ether. There was never the weight of whether or not one should use magic or should reserve it for a more dire situation. On a completely different note, setting idea: 500-1000 years after Heroica RPG. Olegaia has been made nearly uninhabitable, residents fled the planet through the gate under Eubric to the city of Anámesa a portal between worlds and have built new lives for themselves living among the much more technologically advanced cultures and worlds of the known universe. Here a new organization was born out of the roots of Heroica Hall and from it, heroes once more offered their aid throughout the worlds. Cosmological wise, I'm a little reticent to go full on planets. While I like the D&D spelljammer concept of planes, I think it'd be cool if we had our own unique interconnected cosmology. Current ideas are the solar system (real life/most sci-fi), world tree (Norse mythology), world tortoise (Asian mythology), wheel (D&D).
  8. Waterbrick Down

    Heroica RPG General Discussion

    I know it's gone a little quiet lately, but I hope to do some Figbarfing and rules work this weekend for Heroica 2.0. Stay tuned
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    Heroica RPG 2.0

    So much to comment on. I'm in agreement I think with most folks that effects became too ridiculous and added to the challenge of keeping things balanced. I really recommend the addition of resistances as opposed to immunities, while it may make the math slightly more complex, I think it yields great strides in terms of efficiency of combat creation. On the subject of equipment and weapons, I'm a little more torn. I think there is something special about unique items and the freedom that comes in creating them just like the freedom of race creation. They are great ways to have players remember past adventures and help build the lore of a setting. If anyone could go out and buy a "Holy Avenger" sword, would it really be that cool if you took it out of the hoard of a giant space dragon? I don't think the answer to lessening the complexity of the game is getting rid of unique weapons, but making sure they don't break the statistics of the game in the first place. Concerning Job Traits/Skills, I agree once they are learned they should be kept for a character. However I think this needs to be counterbalanced by the fact that if players focus more of their advancement on gaining new job traits/skills they give up the opportunity to hone the ones they already have. I also think job traits/skills should have some form of pre-requisites as this will help cut back on people picking and choosing to create the most "optimized" build for the entire game. Initiative I'm fine with, but as CMP mentioned we need to keep the heroes and enemies actions separate in order to cut back on all of the conditional actions. Regarding stats, I agree with CMP I think level is a necessary evil in order to keep everything in balance. It creates a common denominator that can always be depended upon for rough calculations and approximations. However I do think that it should have less of an impact on things like combat in comparison to Heroica RPG. On a completely different subject, I don't know if we're considering keeping elemental damage, but I think it would be beneficial to also create an armor/weapon type triangle of weaknesses. Thus giving some flexibility both to heroes and to enemies for specialization. i.e. A character could have blast armor which is really good at absorbing energy weapons, but terrible against piercing physical weapons. This would allow enemies to be potentially dangerous to certain heroes without totally disregarding their investment in armor.
  10. Waterbrick Down

    Heroica RPG 2.0

    So talking with Dragonator, we have freedom in our design and we can contact him if we need anything from the site logistically. With that in mind, the only two stipulation I'd like to hopefully limit the community to: A. Whatever we design it should be LEGO based. I'd say Heroica RPG is the default standard, if we want to put more requirements in place to ensure LEGO is actually more closely integrated into the system I'm fine with that. B. Whatever we design should allow for RP. Again I'd say Heroica RPG is the default standard, if we start making this simply a tactical combat game or independent one off games like mafia, I believe there is a better place for that. With that in mind, here are some of my starting thoughts. 1. Concerning theme/genre, while I have immensely enjoyed the high fantasy theme of Heroica RPG (and have subsequently bought a couple hundred dollars worth of LEGO to fit that theme), I believe changing the theme will allow for newer players to come into the game without feeling pressured to have not participated in the first game. It also allows an opportunity for those who don't enjoy high fantasy to participate and hopefully renew the player base. However I think it is worth noting that we have a fair amount of our existing player base who still enjoy high fantasy, thus I think the compromise should lie somewhere in the middle. Science fantasy is an inbetween genre which mixes the "sciency" aspect i.e. star-ships, aliens, ray guns, robots with the fantastical i.e. supernatural/divine forces, magic, cryptozoology. Some of the best examples of this feel or look are probably: D&D's Ebberon or Spelljammer settings; Piazo's Starfinder, League of Legends, some subgenres of steam/diesel punk; movies like John Carter, Disney's Treasure Planet, Disney's Atlantis, Dune, Flash Gordon, some aspects of Starwars. With all that being said, I don't think I would mind there being nods back to Heroica RPG's roots. 2. By making the theme wide it'll be pretty hard to not fit most things into the genre, but I think if we give folks boundaries regarding technology level that should be enough to help constrain things. 3. Mechanics... there's a lot things to cover here. I do believe one of the main reasons QM's burned out with Heroica RPG was the amount of time it took to not only run battles but also set them up, especially for high level heroes. The game's progression system led to a few different factors (keep in mind these are generalization of trends): 1. Heroes had more consumables. Consumables take the random aspects out of combat, instead of relying on a 1/6 chance to become Encouraged, you can drink a mead and be immediately Encouraged, 2. Heroes had more complex gear. When a QM has to worry about one character's weapon being able to deal 4 different status effects, that means four different rolls and I have to make sure that if one of those rolls does occur it doesn't completely make the rest of the battle trivial. 3. Heroes advanced classes made them more capable no matter the enemy. Part of this is tied to enemies only act on heroes turns, but statistically speaking as heroes advanced in levels it became more and more difficult for enemies to actually do damage no matter if they were a rat or an elder dragon. All of these things combined made QMing more difficult and more importantly made balance something that couldn't be maintained in the long run without extreme deviations from the rules. So when it comes to mechanics I think there are a few main categories that'll need to be figured out. a. Character creation race: I loved Heroica RPG's openness in character creation. It meant you could have an orcish wizard or a gnome barbarian and never be penalized for your character decision. It also meant players were free to create their own races. With that being said the openness did leave a lot of vagueness when it came to other aspecs of the game. Skrall is an ogre, can he objectively lift more weight than Matthias who is a gnome? Heroica RPG didn't have a way to answer this and thus it fell upon QM's to make an off-the-cuff decision. If this was only a single game run by a single QM, they could ensure consistency, however in a game spanning 159 quests and over a dozen QM's, consistency is difficult to maintain. And without consistency players get agitated when they came to expect something, i.e. Skrall is stronger than Matthias, and a QM makes the opposite ruling. I know this is a silly example, but it demonstrates the drawback of a truly open system. Therefor I would propose a compromise, we create racial features of which any race can be categorized. These racial features allow for the openness of character creation but also allow for some consistency between QM's and between quests. Example of features would be: Big: these races have bonuses to things involving strength, Quick: these races have bonuses to things involving speed, Mindful: these races have bonuses to things involving thought. b. Character creation class: There are things to be said for and against classes, in the end however I believe it helped give structure not only to battle roles but also character concepts. While I think we should keep classes, it's important to remember that we can only have as many classes as there are variables in the games mechanics to emphasize. If there are only two stats: How much damage you do and how much damage you can take, that results in two classes, etc. c. Random probability: Heroica RPG is a d6 system and is a fixed percentage system. With that in mind, it meant that things that allowed for rerolls of the dice were extremely powerful. I think a continuing to use a d6 system is good because it is simple, however from a balance perspective we need to be better aware of how easily balance can be thrown off by messing with the probabilities. d. Character progression: I think a system that is not tied to more powerful classes is a good step. In most systems there are two types of advancement, horizontal; i.e. being able to do more things and vertical, i.e. doing things better. Heroica RPG was ultimately a strictly vertical progression system with a few smatterings of horizontal. This ultimately led to powercreep and essentially an arms race. I think by allowing for more horizontal advancement this will keep things more easily controllable. I think the skill tree idea is a very good start and I'd lobby that incorporating an action system where in character's actions themselves in combat or social situations are not determined by a die result, but where the die results details how well the perform that action is a much better fit. e. Combat: I'm ok with the D6 system, but I agree with previous criticism that enemies need to have their own minds and have to have their actions independent of the heroes. A smart enemy might figure out that they need to take down the healer first, however in Heroica RPG you simply need to make sure the cleric never targets that smart enemy. By divorcing these two things I think that will go a long way. Also on the subject of combat, while I don't think playing on a grid is the way to go, I think we can land somewhere in between. I can't recall the game but every combat encounter consisted of front and back rows and the heroes/enemies arrayed in a line. Heroes and enemies could only target those either directly in front of them or on their diagonals. Back rows could only be hit with ranged attacks or if the entire front row was cleared. Enemies and heroes could spend their turn moving between rows. I think something like this might be a good compromise between the totally open system of Heroica RPG and the full on tactical combat of historical miniature battles. f. Social encounters: I think social encounters need some rules behind them. While I know most folks liked the simplicity of the Diplomacy/Intimidation job traits, there was a tendency to assume the traits worked like mind-control. That's not to say those with the traits shouldn't have an advantage in those situations, but I think there needs to be some sort of statistical element that allows for potential failure. Likewise such a system wouldn't exclude any from attempting social interactions simply because they didn't have specific job traits. 4. For a forum based game, I wouldn't go much more complex than Heroica RPG especially for those running the quests/game. 5/6. While I'm fine with the initial design being a democratic process, I think at some point for continuity and for speed, the direction of the game should be handled by a core team. I think in order to encourage more people helping with the running of the game we should also incentivize QM's/GM's by allowing their work to effect their own characters progression in some way. One of the hardest part of QMing is it often means my own character can't participate and thus ends up never progressing. Endgame, while I like the build your own battle die mechanic and love the freedom of design it gives players, I think it would get really time-consuming for QM's to have to check each individual's battle die build every time they run a combat. Additionally, when-ever a new technique was added it'd need to be weighed against all other techniques to ensure it was properly balanced and couldn't be abused with other combinations.
  11. Waterbrick Down

    Heroica RPG 2.0

    Alrighty folks, figured I'd kick this off. First a qualifying note, I'm still waiting on Dragonator to give some feedback on how much freedom we'll have in designing the follow-up to Heroica RPG, so until we get some inclination everything is tentative, even the possibility of there even being a Heroica RPG 2.0. That being said, I know a lot of you have ideas and have been itching to discuss the potential successor to the last 7 year project, so I've got a couple of questions I'll put out there for general discussion and to get the creative juices flowing: 1. What should be the overall theme/genre? 2. How closely should the theme/genre be followed? 3. What aspects of the game should be covered by mechanics? i.e. skills, combat, social interactions, character creation, etc. 4. How in depth should the mechanics of the game go? 5. Will the design of the general theme/genre and mechanics be group work-shopped or left to selected individuals. I.e. how democratic should the development process be? 6. Should the running of the game be democratic or managed by select individuals?
  12. Waterbrick Down

    Heroica RPG General Discussion

    Added to 159's wrap up post. Regarding Heroica 2.0, my plan is to start a separate discussion thread as soon as I hear back from Dragonator about how much liberty we have in designing the next game. My first thought is to try something different theme wise to potentially attract new players in addition to revamped mechanics, but I'll leave that for the thread.
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    Heroica RPG - Quest Masters' Lounge

    It was simply a task for Torald to complete, nothing more. The book definitely had its own agenda, mainly making it to the city between worlds and potentially causing havoc there. Torald actually did a really good job of unknowingly thwarting both Rosier and the book by stepping into the portal.
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    Heroica RPG - Quest Masters' Lounge

    Feel free to add it on to Quest 159. Tesni certainly left her mark and I think it'd be fitting.
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    Heroica RPG - Quest Masters' Lounge

    PC Thoughts Althior Emorith (K-Nut) - I'm glad Althior was able to come back for this last quest, it seemed fitting to have so many of the original players going at it one last time. While you were inactive for the latter half of the quest, your build mechanically saved the party on a couple occasions. As a whole, Althior's arc has always fascinated me, from starting mage, to depressed drunk, to prophet, you've always been good at allowing the character to change over time. You, Zepher, and CallMePie have in my opinion been the greatest examples of how to write familiars/companions well. While I was hesitant about Finnegan at first, I think you really showed how comedy could be done correctly through the use of a secondary voice without taking the focus off of your main character. Althior was also a great example of house alliance, while Arthur actually integrated himself into the Ziegfried family, I believe Althior did an excellent job of showing how dedicated a character can be to a cause/family without having a real stake in its survival. I only had the pleasure of hosting you for one quest prior to this one, but that one quest (116) was probably one of my favorites to host. Playing in quests along side you was as much a joy and even though both Skrall and I can never keep Althior and Atramor straight, your dedication to this game has been appreciated. Atramor Gibbin (CallMePie) - From the moment this game started you have never been afraid to have Atramor embrace the rogue with a heart of gold trope. You never really strayed from that mold, but I don't think any of us would have ever wanted you to. You really showed how the trope can be played without allowing it to become stale or predictable. Like K-Nut, I'm really happy you were around for the finale and as I mentioned in a previous post I can't express how fitting it was for Atramor to be the last one to leave the Hall at the beginning of Quest 159. In quest you pulled off your leadership roll swimmingly and I don't think anyone would disagree that no one was more deserving of the position of overall party leader and Atramor's eventual veteranship. Like Althior, Atramor's relationship with McCaffery was amazing and really highlighted how to elaborate on someones background to other players without having Atramor ramble on to the other characters. I really wished we could have gotten a little more closure around McCaffery's story, but I think leaving some of the mystery helps maintain some of the coolness of the arrangement. Mechanically I think Atramor may have played the most interesting advanced classes. Between Witch, Regulator, Decamon Drafter, and Rogue Thief, Atramor's loadout made him a significant threat to any enemy and always a challenge to balance for. At somepoint I think I gave up trying to purposefully create enemies to take him out and simply let him do his thing. Watching him play the first expert class I created was always a joy and it's cool to see how certain mechanics you invent in theory get applied by someone else. As one of the oldest players in the game, I got to not only host you, but be hosted by you, and play along side you in so many quests that it's hard to boil them all down into a single sentiment, but I've got to say, over the years you have been one of my favorite players to have in this game. Your insights into mechanics, storytelling, RPing, and your attitude with which you shared those is something that kept me coming back to this game again and again. It's been absolute thrill playing with you! Benji Carvenhall (Flare) - It was really great to have you for the Finale. Even though you didn't pop in till Act 2, you still made a significant impact upon the quest. As a player Benji definitely took the eleven archer theme and ran with it which was cool to see. When you decided to go beast warrior and really play up the Jekyll/Hyde aspect of the class I was equally impressed. Your contributions to the game through your two quests always make me smile as they helped bring some levity to a sometimes to serious game and for that I'm grateful. As a member of the Quest 116 party, you will always be part of my favorite trio of heroes I had the pleasure of QMing. Hoke Ablesword (UsernameMDM) - I think you've said it before, you are Hoke and Hoke is you. If nothing else it has made your character one of the most consistent in the game. As another of the first wave of heroes, I think it was fitting having him along and take such a dominating role in the quest at least battle wise. Hoke has always been one of those characters I had a hard time balancing against and like Atramor I finally decided it was easier to simply allow him to do his thing and make sure the enemies don't get slaughtered too quickly. Build wise, between Guts, Arthur, Pretzel, and Atramor, Hoke is probably one of the strongest forces to contend against and I've always respected your dedication to a mechanically sound build. I know you had a few moments of frustration with your class mechanics during this quest and I'm super grateful you compromised some of your advantages for the realism of the situations. Hoke has always been one of those characters whose goals are pretty straightforward. He wanted to be a dragoon and he kept to that path no matter what and I think your dedication to that goal should be admired. Your handling of Torc while different then a few of the other dragoons I felt fit Hoke's style. Hoke comes across as more of a GoT type fantasy character than a Eragon or high fantasy character and I think it did him well to extend those qualities to Torc. For all the flack you might get for not RPing too much, I think your final epilogue in quest 159 really showed off your writing chops and while I'm slightly sad we never saw any more of that, I'm glad you shared that with us in the end. As another player I've had the pleasure of hosting multiple times and playing along side, it was great to always have your dependable character. Arthur Justus Regulus VII Ziegfried (Flipz) - Where to begin... Outside of Sandy I think you have cared more about the lore of this game than any other player. That and your dedication to giving constructive criticism to both players and QM's alike is something I've always admired about you. While I was sad to see you go with your hiatus I completely understand why and was overjoyed to have you back for the wrap up of Heroica. I think everyone would agree that no one can match your strategic reasoning and your propensity for figuring out the best tactics, but I think we often forget that you managed to integrate that seamlessly with your character's personality. It never felt jarring to have Arthur explain the best path forward, because that was who he was. I remember when you first started playing and being cautious at your enthusiasm, but I think over time you settled in well as a player that others could trust and a needed voice of perspective on how things both in game and out of game affected others. As a character, I've got to say, you managed to weave so much lore into Arthur that I sometime wonder if its a little too much. You really swang into the deep end with the chaos arc, but I think you recovered well and were able to see the impact it had on how your character was perceived. Even then you didn't retcon those flaws or mistakes, you incorporated them expertly into the characterization of Arthur moving forward. All in all your contributions to this game would be too many to count, from the Theater and it's wacky plays, to expert job class analysis, to your wiki entries, to your very own quest. It's been an honor developing this world along side you and watching you grow as a player. I'll really miss playing with you. Dyric Rone(The Legonater) - The original assassin of light! I remember reading Dyric for the first time and simply pegging him as one of those loner angsty rogues with a tragic backstory, I'm glad you've proven me wrong a dozen times over. Dyric is a superb example of having a backstory that informs his character but doesn't control it. While I'm sort of disappointed we never got a full Duplovia quest line, I feel in someways that I've been there, just through how it has come out in Dryic's characterization. His overall arc is one of the best in Heroica and I think anyone would be remiss in not reading it. The ending you wrote for the character was fitting to a 't'. In quest it was fantastic to watch him really embrace the heroic outcast role and serve as other heroes' hope that things were turn out right in the end. I loved the somewhat existential crisis he had with the Miracle Worker and it was one of my favorite bits in the quest. I really only hosted Dyric once, but it was probably my favorite quest and the memories of the times Skrall got to travel with the assassin throughout the entire Wren arc will always be precious to me. Mechanically I have got to give you props for sticking with a single class for so long, it really speaks to your dedication of the character concept and I think he sort of developed a type in his own right. Like Atramor I think it speaks for itself how many people felt he deserved veteranship, and I think its a testament to your style as a player. It's been an absolute blast playing with you. Karie Alderflask-Cour (Kintober) - One of the few characters I enjoy arguing with in character. I was a little worried about how closely Karie was becoming tied to the syndicate lore, but I think you managed to keep her independent enough to not be tied down by it too closely. Karie is one of those characters that's easy to like, she's multifaceted which allows her to establish relationships with other PC's on multiple levels and I think that is what kept her engaging. As a player you did an excellent job of balancing backstory with changes your character faced from actual quests. You took the experiences such as Karie's constantly being hexed and rolled with it. While it may not be my favorite romance in Heroica, I think the way you realistically incorporated Masson into her story really helped breath life into your portrayal and I think your willingness to work with another QM to impact your character is commendable. As one of the few minstrels in the entirety of the game, I think you truly showed how game-changing a support class can be in Quest 159. I'm sorry we never really got to go into Kayla's backstory anymore, but I'm really glad you were willing to lead your particular party so strongly. Between the debate with Rook, Ulric, Patricia, and even the other heroes at the end, I think you were an excellent example of how to argue from a character's perspective and not simply from your own personal feelings and that was simply amazing to watch. Your epilogue was a great send-off and I'm glad Karie got some solace in the end. Lord Lawrence Boomingham (Zepher) - Being among the early wave of heroes, Boomingham is another of the tried and true characters. You've played him for so long your interactions simply come across as natural. Like Atramor and Althior, you demonstrated perfectly how to portray a secondary voice in the character of Barty. I was truly saddened when he left and I shed a little tear at your nod to him in your epilogue. Out of all the characters you did the best job at allowing your backstory (and a pretty unique one at that) to not dictate the future of your character. Throughout the entirety of Heroica I don't think it ever felt like any of his progression was forced. He slid from one arc into the next seamlessly and you did a fantastic job of balancing inner and outer monologue. As a QM, outside of Sandy, I think you had one of the most impact storylines on all of Heroica with the Wren saga. I think it's been shared enough times that she really was one of the best villains we've ever had and I've got to give my hats off to you for giving us so many wonderful and unique NPC's over the years. Between Hans, Felton, Tadpole, Guffington, Gnash, Daneeka, Vipera, the list goes on and on each and everyone of them near and dear to not only my heart but all of the players of your quests. I got to host Boomingham quite a few times and each time was a delight, I'm sorry I never game him satisfying conclusions with sub-villains like Natnail or J. Smith, but it means the world to me to have had such minor characters have such an impact on the old king. In Quest 159, you demonstrated once more Boomingham's experience and perfect balance between authority and friendliness. He was a dependable voice of reason and the number of times I smiled at his responses are too many to count. When Sandy decided to leave, I'm glad I had you to work with to try and maintain some of the spirit of the game and while you, JimB, and I knew the inevitable was approaching it was nice to not have to face it alone. One of these days we'll have to meet in person and I will shake your hand for the tremendous impact you have had upon me as a writer and a RP'er. Thank you! Matthias (Stickfig) - Matthias has always been one of my favorite PC's to QM and I've been lucky to have him on a few of my quests. As has been shared previously he's such a tremendous amount of fun to not only read but also interact with. The way you ran with the Chesterine interactions was perfect and I think you've done a fantastic job at letting the little guy grow as the years have gone by. I know life engagements can make involvement tough, but I'm thankful for your dependability and for always bring a cheerful attitude to the game both as a PC and as a player. As one of the newer wave of heroes before things started to slow down, I think you have been a great addition to the community and am glad that your character had such a lasting impact. Monk Pretzel/Petaldan Parfenius (Palathadric) - I was never too sure how to take Pretzel. Was he supposed to be satirical? Either way I think you showed that regardless of how he started he was adaptable to the ever changing story around him. I remember hosting him in Quest 108 and 155 and really starting to grasp just how much he wanted to have a positive impact on the world around him. Even though the beginning was rough, he really came into his own eventually and I think made him a dependable ally to a lot of the characters. Mechanically, I think we can all agree at his point that the Artisan is OP , you at least did a great job at showing off some of the more interesting combos, even if it did make balancing battles for him a nightmare. Petaldan has always felt somewhat like the opposite Pretzel, he isn't cynical, he has an innocence about him that is simply magnetic. Quest 149 really highlighted his character I believe and seeing him take a leading role in quest 159 was amazing to watch. The little group of Torald, Ezeran, and Petaldan has been through a lot together and watching them each come to differing character development points by the end of the quest was really heartwarming. Allowing the little guy to become a Paladin was one of my favorite parts and his commitment to good really set him apart form some of the more jaded characters. All of this goes to show that you're a top notch RP'er and I really appreciate your consistency throughout the entirety of the game. Nerwen Calmcacil (Chromeknight) - I was sorry you couldn't be as active as you probably would have hoped, but I am glad you were with us in the end. Nerwen as a character is another one of my favorite examples of natural RP. Her character arc is exceptional and I think had she been a little more involved there was a strong case for her as a veteran. Either way, you have always been one of my favorite players to read and QM and I have a fondness for all of Nerwen's quite charm you exuded in the quests she participated in. Vindsval Half-Born (Asphalt) - From the moment Vindsval entered the scene I think most of us were intrigued, if by nothing else than the figure! Over the years you've done a particularly incredible job of displaying how a faith character can be RP'd well. Vindsval's entire arc with the Wanderer has been tantalizing and I was super excited when he finally got access to the Vindicator quest (one of my most enjoyable contributions to this game). In 159 he showed time and time again how rock solid his faith in his deity was and as a QM it really is a delight to be able to have such an anchor character available to bounce scenarios off of. While it did make him difficult to argue with I think you did an amazing job of making your character approachable and at the same time true to his beliefs. Mechanically, Vindsval is a beast in terms of raw damage output. The multipliers you managed to stack through your class, artifacts, and weapons was insane, but at the same time thrilling to watch as he'd totally decimate an enemy in a single hit! I don't think there's anything for me to criticize. As a more recent addition to the game you definitely left your mark and it was always a great time either QMing you or playing along side. Eric (Khorne) - Sorry you weren't able to commit yourself fully to the quest, but thank you for keeping me updated. Eric is a great example of a somewhat selfish character that people still don't mind rooting for. He's passionate about very few things, but he still manages to be relatable to readers. Ever since he walked into the hall I wondered what niche he would fill, I think you carved out his style quite nicely and did a great job of setting up a fantastic grudge against the Bonapartes that while it never overwhelmed his portrayal it healthily influenced it. I would have definitely been interested in more quests from you as I think you had an excellent QM style, but I know how life can get busy. I will say your contributions to the Nord lore were top notch and I really think it helped to flesh out a rather under-represented part of the game! Ezeran Yavarr (MysticModulus) - Not many people can claim to have such an odd character. Even then not many can claim to have not milked that oddity to death in their portrayal of their character. You did a superb job of allowing Ezeran to become his own character without ever allowing the symbiot to overshadow his development. Along with Petaldan and Torald, you helped to cement the newest block of heroes in the game and I'm glad you were able to play so much in 159. Even though Ezeran was slightly undergeared in comparison to some of the other heroes, the fact that he held his own against several enemies was impressive and your writing of him was top notch. John 'Heckz' Brutenhal (Cutcobra) - Ah Heckz, probably the nuttiest PC Heroica's had, but somehow or another the most endearing. I think you found a niche for the guy earlier and you did well to stick to it. We didn't have many comic relief characters in the game and I think your writing was a breath of fresh air for some of us. When you contact me about joining I was glad to jump at the opportunity and although you couldn't commit to the end, I still feel that Heckz got to show off his signature flair as we've all come to love and laugh at. As a fellow QM I've got to commend you for your bravery in hosting, its a daunting quest, but one I think you handled well and wouldn't have minded seeing more from you. It was really nice playing with you. Kiray Nastayo (King of the Zempk) - This quest was honestly the first time I actually got to QM Kiray and like Hoke she comes across as a very consistent and logical character. That being said, I think your willingness to allow her to be adaptable to the quests around her speaks volumes to your ability as a RP'er. The romance between her and Dianna, while not one I had really read very much of, truly showed how comfortable you were with allowing your character to grow and progress in her own storyline perhaps free form any preconceptions. As a fellow QM it was an honor to be able to make the scenes for your quest and like Cutcobra, I've got to congratulate you on undertaking the harrowing job of providing other peoples entertainment, you did it well and you definitely grew over the years. Lind Whisperer (Lind Whisperer) - Lind I'll be honest with you as I think you can take it. When you started playing, you definitely frustrated me, your character, your play style everything. But over the years you've definitely grown as a player and your character has progressed as well. You were so enthusiastic that I think it was a little off-putting, however I think your willingness to recognize your flaws really shows tremendous strength of character. Thus I was glad when you asked to join in on Quest 159. I liked that you tried to make amends in character to other PC's and I think as a strategist, while not on the level of Flipz, you do a pretty fine job. I think parts of your enthusiasm for the game were contagious and I want to thank you for being not only willing to take constructive feedback but give it as well. Your encouragements throughout the running of the quest were also appreciated and I'm glad you were able to enjoy yourself. The Demon Germ (samurai-turtle) - I've said a lot earlier about Germ, so I won't add too much except to say thank you for your willingness to continue playing. People are under no obligation to participate in these games and the fact that you were dedicated to keep playing even when you weren't sure how much you liked Germ or anyone else did, speaks volumes to your play style. It was great playing with you and thank you once again for your patience and consistent challenging of the norms. I think its something we all needed from time to time. Throlar Wineghilm (Lord Duvors) - We've spoken a lot in PM so I won't deliberate too much here, but I do believe Throlar ended up as one of the best negotiators in the game and that credit is all due you. While Throlar often came across as contentious and argumentative I think it truly did stem from honest convictions that you wove into your character. While at times it was a little difficult to sift your opinions from Throlar, you did a great job of having patience with the other players and PC's and trying to be understanding of their individual perspectives. Throlar's paladin relationship with the Gray Angel was one of my favorite parts to RP and I'm glad we finally got to see him into his advanced class. You sometimes second-guess yourself and I think that shows that you really are concerned with portraying your character well and for that you are to be commended. I've got to host Throlar a few times and every time I've been impressed by the way you keep him consistent both personality wise as well as story wise and how each quest he's been on has shaped his perspective on the world. Well done. Torald Waruelf, Matchmaker (Alfadas) - Torald is one of those characters that people like relating too. He's a tremendously good example of a barbarian done well. His arc is fitting and the relationship he established with Petaldan and Ezeran is an arc in and of itself. When he decided to interact with the Pandemonicon in Quest 159 I was initially hesitant not knowing how much you'd like to play with that aspect of your character. I never should have doubted you. You played the torn allegiance character very well and I was glad to be a part of that unfolding. Your decision to step into the portal unplanned floored me and in the end I think it really game his arc an incredible conclusion. While his friends may mourn, I think you managed to really leave a lasting impact on the PC's he's quested with over the years and that was really special to watch. To all the other players over the years who have contributed to this game: @Sandy, @CorneliusMurdock, @JimBee, @Scorpiox, @Jebediahs, @Scubacarrot, @Endgame, @swils, @Quarryman, @Darkdragon, @Siercon and Coral, @Capt.JohnPaul, @Masked Builder, @Tanma, @The_Customizer, @Myrddyn, @LordoftheNoobs, @Sisco, @Bricksandparts , @Pyrovisionary, @Emjajoas, @Costy , @Pandora, @Purpearljellyblob, @Dannylonglegs, @Peppermint_M, @Rumble Strike, @Professor Flitwick, @posades, @Tachyon you have been amazing and have impacted my life in ways I can't even imagine. Thank you! We made it over 7 years, over 159 quests, over 150 players, through forum shut downs, forum software changes, image hosting site shut downs, 1 mafia game, nearly a dozen special events, building contests, and an uncountable number of milestones in the lives of our players both euphoric and tragic. This experience will always be something I hold near and dear to my heart.