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Author Topic: Keyforged Guild Hall  (Read 3193 times)

RoseHeart

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Re: Keyforged Guild Hall
« Reply #75 on: November 16, 2023, 01:39:16 am »

It looks like we are down to 4 players, how are people feeling about that?
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Hanlon's razor: Never attribute to malice that which can be adequately explained by a lack of knowledge or understanding. Maybe your own.
'No.' is a complete sentence. —Mary Kate & Ashley

RoseHeart

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Re: Keyforged Guild Hall
« Reply #76 on: November 21, 2023, 06:36:54 am »

I think we should call it quits, formally. No need to keep people dangling on the possibility of something happening.
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Hanlon's razor: Never attribute to malice that which can be adequately explained by a lack of knowledge or understanding. Maybe your own.
'No.' is a complete sentence. —Mary Kate & Ashley

RoseHeart

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Re: Keyforged Guild Hall
« Reply #77 on: November 28, 2023, 11:23:43 pm »

MadMonkey suggested there may be interest in an opportunity for everyone who played to discuss Keyforged. What they liked about it, what they would want to see changed if we tried again down the road at some point.
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Hanlon's razor: Never attribute to malice that which can be adequately explained by a lack of knowledge or understanding. Maybe your own.
'No.' is a complete sentence. —Mary Kate & Ashley

Jerick

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Re: Keyforged Guild Hall
« Reply #78 on: November 30, 2023, 07:30:58 pm »

Well, my issue was that I lost enthusiasm. I had put a lot of work into the alchemy system but no one seemed interested which was disheartening. This was largely my own fault; I failed to demonstrate why players should bother with it. But also I feel like it was down to the lack of players overall. We had plenty of GMs but few players. With the sole exception of the adventurer's guild it seemed like things petered out pretty quickly for everyone despite people's best efforts.

Still, if you want to try this again let me know. I'd be up for another go at trying to make it work.
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