11 sessions into my RMSS campaign, I asked for some feedback from my players. The responses were interesting. Note that the PCs started at level four, so there was no period of extremely limited competence to struggle through.
Player A Actually has some RM experience, although not a great deal. Plenty of general experience, mainly Shadowrun and D&D. Arcane Elementalist
* Having never really played a mage before (the Wizard in D&D4 doesn't count), I'm enjoying the prospect of the increasing power levels and the gradual increase in combat options (while they're still pretty limited).
* As far as the mechanics go - I've always liked RM's system. As Trav intimated: crippling injury is a turn of the dice away once you're into crit territory which is both interesting and frustrating all at the same time.
Player B - Some very limited previous D&D experience, I believe. Played a variety of games with our group over the past 10 years. Magent.
* Should be no secret that I've been loving it. Ebrahim is super fun to play, I feel confident enough to try lots of risky stuff but the risk still feels real as well.
* Mechanics wise I both love and dislike the crits for the same reason, the randomness.
* I was looking through the mentalist spell lists the other day and am still feeling pretty unenthusiastic about my base lists. I can see some good stuff on other professions base lists, but I can't see them becoming available any time soon. (I think the player was expecting semi spell-users to be something closer to a D&D style multiclass, as far as spell access goes. It doesn't seem to be a significant problem given he loves the character, but I plan to chat with him about this in person and find out exactly what he means.)
*Sneaking around the village both times was super fun, all the intel gathering spells are fun and feel like they give us more confidence to do stuff rather than sitting around deliberating. It's actually made me look around for any options for Ebrahim to learn dreaming or similar (although it doesn't fit super well with his profession).
* Level ups feel mostly incremental rather than bursty, although getting access to a few key spells like nightvision, long door etc. gives me a bit of enthusiasm, also the frequency is quite good.
* I prefer the fluid style of combat we've adopted over the very gamey style of hexes and grids.
Player C. A variety of previous experience. Mainly Earthdawn and D&D, I believe. Started with a Cleric, retired them and built a Fighter instead.
* Personally I’m having a lot of fun with Benedict. I’m enjoying the simplicity of playing a skilled straight-up fighter.
* I thought I’d miss the miniature board, but the RM system works well, and I always understood where I was and what was happening.
* Since I’m currently in the mood for a fast paced game, I’m really enjoying the dungeoneering ‘lets see what crazy **** is round the corner’ play style.
I don't make players pre-allocate their DP, but I don't let them spend DP on something unless they've actually had an opportunity to learn/practice/train. The following discussion relates to that.
Player B:I don't like the training mechanic. I understand it and it makes sense, but from a players perspective it just feels like I'm having options cut off simply for not stating a month in advance "I want to learn this skill". Eg: first aid. Maybe if we can credibly ret-con downtime training we can satisfy the need to have a credible access to the skill without forcing players to plan their level up so far in advance.
Player A: For the record - I don't have an issue with the training mechanic we have. Phil doesn't have an issue with us having a "When I have downtime I do x" statement which covers off the existing skills. Obtaining new ones... it's annoying that you can't just start learning one without some external catalyst - but that goes for real life too. (c:
Player C: With regards to leveling up, I would prefer to just spend skill points as I like, rather than needing to plan everything out ahead of time, but it’s not a big deal.
I explained that, by RAW, you are meant to do your full spend a level in advance, which led to this:
Player B: So like, you prepare your level 9 spend as soon as you hit level 8? That would be super weird and frustrating, like, hey, check out how awesome you will be in the future but aren't right now!
* * *
I am most intrigued by the fact that the combat has been referred to as "fluid" and the recent dungeoneering as "fast paced". The latter was mainly mentioned in contrast to earlier sessions where there was a lot more plotting, planning and discussion, but it still flies in the face of the typical stereotypes of RM.
In any event, the game is definitely a success so far.