Hello hello!!! I just found ur blog omg!! I have a 12 player session and I was wondering if you could do an analysis of it? we haveSylph of Space, Thief of Time, Maid of Breath, Rogue of Blood, Page of Light, Mage of Void, Mage of Mind, Witch of Heart, Knight of Hope, Prince of Rage, Seer of Life and Prince of Doom! Thank you so much :DDDDD
I notice that you have two Princes and two Mages! Both of these classes are pretty independently strong and gain power at a reasonable pace. It is important to make sure this does not speed up the process of the reckoning! Ensure the more slow-going players, such as your Page, Maid and Seer, have enough time to get into the limelight so they may influence the session and create balance.
The Sylph of Space heals and seeks to understand Space. I think they’d make a great healer and frog breeder. I don’t think they’re that combat-oriented, but I don’t think that will be too much of a problem seeing as you have two princes!
The Thief of Time steals Time for themselves. This may create an issue as the players that are desperately in need of time in this session may not get it.
Perhaps the Rogue of Blood could create some sort of balance for this little problem, as they steal teamwork and connections and distribute it to their teammates. Perhaps they could steal a connection from the Thief and one of their enemies they’re attempting to steal Time off of and instead distribute that connection to one of their teammates, essentially hacking the Time player’s power and putting it to good use for the rest of the team.
The Maid of Breath caters to freedom, independence and wind. Once realized, they could create a direction of change that could be favorable to the rest of the team. I think they’d grow into a support heavy classpect and provide much needed morale boosting.
The Page of Light would invite Light, luck and knowledge into the session. Fully realized, they could help other players reach epiphanies and become a beacon of Light themselves. I think their attacks would likely be DPS heavy and require a long time to recharge.
The Mage of Void would instinctively know a lot about secrets and the void. They may be more likely to become grimdark and may feel an attraction to the horrorterrors. They may want to do things their own way and keep lots of secrets from the other players, feeling as though they know what’s best to do with the information without their help. The Page of Light could either help or escalate that predicament.
The Mage of Mind would learn a lot through doing when it comes to the Mind and planning. They may be prone to taking calculated risks. They would be smart, but withdrawn. If they have a proper support system, they could become a very useful roguelike agent who could get into the Minds of their enemies and increasingly consistently come out on top.
The Witch of Heart would be able to tamper with the Heart and instinct. On a physical level, this could have some quite gruesome results. Perhaps they could mold the hearts of their enemies into something incapable of pumping properly. On a more metaphorical level, they could manipulate the instincts of others into conforming to the Witch’s whims. Whatever the case, they’d definitely be an offensive magic user I wouldn’t want to mess with.
The Knight of Hope would protect and weaponize Hope. They’d likely be someone in the session others would look up to. Whether intentionally or not, others may lean on them for the sake of protecting their mental and emotional health. I think that once they have their own quest cleared up, they’d be helping out whatever they can and would be quite the staple player.
The Seer of Life would over time gain a knowledge of Life and opportunities. They could help guide the session into fruition, but only if they are properly sheltered until they feel confident enough in their abilities. It may be difficult for them to thrive in a session filled with so many fast-growing players, but they can help keep this session from becoming doomed.
The Prince of Doom would destroy Doom and death. They’d make it hard for this session to go down in flames, although I think there’s still a chance of it becoming stagnant or null if the Time player isn’t on the ball. I think this Prince could still be very useful as long as they don’t destroy the challenge that builds the players up.
The Prince of Rage would destroy Rage and negativity. They’d likely be a calming force in the session, helping the others focus. I think they’d be an equal balance between a support player and a tank.
Despair not! I believe that all sessions have the ability to be successful with the right conditions! I’m just pointing to things to look out for. Good luck!