Had a lot of fun on this. But I couldn't help thinking about the game, the mechanics, the balance, where the "good guys" made their mistakes etc etc.
So here are my thoughts
1 - The "realtime" action didn't really work.
I don't think its possible to do it "realtime"
Theres only one DM, and six of us competing for his attention. If someone is discussing something with the DM, I prefer to wait until I can get a word in edgewise (often I'm ignored anyway but hey) Descriptions take time to communicate verbally whereas our "characters" input of the audio/visual info would be much faster. I think realtime is unrealistic.
It also shouldn't go TOO far the other way, and consider a 10 minute tactical discussion (talk talk talk) to be concluded in 30 seconds.
The two extreme examples:
- Going through the gate after Sarah's character. It was my initial immediate reaction, and I don't think I could have responded much faster, but even so it was still 3-4 rounds before I got through the gate.
- The discussion of buffing before the final battle (the other extreme) I think was handled well in the end, even if it did go on for a while.
2 - Note passing and player positioning.
The three "sneaky evil" characters had seats near to the DM to facilitate note passing. Not sure if this was DM's planning, Player planning or probably both. Affect on the game? Probably a bit. Colin would have been most disadvantaged by this, my character didn't really have much of a need for note passing.
3 - Goals and character design.
I for one had no hint to expect betrayal. In hindsight the hints were there but I still designed the character and approached the game as a regular dungeon crawl, whereas other players knew a bit more about what to expect and had abilities/spells designed to take out the other party members. (Appropriate spells prepared, and I also guess feat/skill design etc etc).
Also I was concentrating on getting to grips with a new character and abilities (trying to stay alive in the first fight and failing) rather than on what everyone else was doing. I guess I didn't catch on quick enough that the game had changed.
4 - Player psychology
OOC: After travelling through 2-3 other adventure worlds with you guys, I guess I'm too used to trusting fellow players. Letting the rogue go off and scout is something we normally do (though not to the extent that happened in this game). I guess I was playing very lawful stupid being too trusting. Again it was not catching on quick enough that the game had changed.
Thats more than enough from me for now
Cheers,
Stefan
. I guess from WotC's point of view it is meant to be balanced by the spell counters (eg See Invisible, Dispel Magic, True Seeing) or by Blind Fight/Scent, etc, but that still leaves monsters without these abilities completely screwed in an encounter against even one greater invisible PC.
