Match 10 is over, and boy was it a dozy! Congrats to the eXiles, winning in Sudden death style.
Hats off to Ross and everyone who has DM’d a FTDM match before me, I knew it would time consuming, and I thought I had things streamlined, but it still took plenty of time to keep up on the rolls and condition tracking! Another hat’s off to the players, who put up with me while we tested out the new abilities, and had to keep track of them as time went on. I had a great time DMing this match, more so than designing it. That’s mainly because the great RP from all the players, especially Kurt and his portrayal of Deadpool.
Even for myself, having all the data in front of me, I missed a few things like incorporating the flying rules, etc. I am very glad that I had been in a bunch of matches beforehand, it really beefed up my understanding of the 4e rules (I thought I had had them down before…turns out I still needed to do my homework) in preparation for DMing. This was also the first time I had run anything in a pbp format, so again, thanks guys for sticking around and not flaming me after the first few stutters.
I have my own internal thoughts about tweaking the x-genes/hazards, but for the players and lurkers out there, I have these questions for you:
1. Knowing the x-gene cards gave you additional powers/abilities, how did that affect your character design?
2. Was one x-gene far superior to the others? Was one x-gene significantly weaker in your opinion?
3. Did the fore knowledge that the terrain would be changing and hazards would be added each round change how you approached the map as a team/dungeoneer?
4. Did an ability/power not match a character well?
5. Was there a synergy you looked for when designing your dungeoneer?
6. Is there an x-gene/hazard you’d like to see in the future?
7. Would you play again? What do you think of these powers if they were in a non-FTDM game?