So...
We played Blue Planet again last night, and it went okay. We're still learning the rules system, and it's got some fucked up bits, but then what RPG doesn't?
However, we're (probably) going to try something different next week. You see, one of the game possibilities when we ended the D&D game was Deadlands: Weird West. The reason we didn't go with it was because a couple of my players were kind of 'meh' on it.
However, we're going to give it a spin anyway... with the concept that all of the player characters are Mad Scientists. (One's looking at electrical effects, one's probably going to be an alchemist, and I'm going to bring back my old character Mortimer Q. Atkinson as an NPC.)
It should be interesting. And quite Mad. With Science!
However, we're (probably) going to try something different next week. You see, one of the game possibilities when we ended the D&D game was Deadlands: Weird West. The reason we didn't go with it was because a couple of my players were kind of 'meh' on it.
However, we're going to give it a spin anyway... with the concept that all of the player characters are Mad Scientists. (One's looking at electrical effects, one's probably going to be an alchemist, and I'm going to bring back my old character Mortimer Q. Atkinson as an NPC.)
It should be interesting. And quite Mad. With Science!

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Mortimer was a Mad Scientist with an advanced prosthetic hand, a steamwagon full of inventions (only a few of which were actually combat related), and a tendency towards sesquipedalian loquaciousness.
However, he could be amazingly effective in combat (for a technical pacifist), between having bullet-proof armor and a gatling pistol. (His pacifism was only towards other humans.)