It's been over two years since we first began assembling the Weirmonken playgroup and fleshing out the Shadow. I have to say that in that time, we have been honored to have some of the most fantastic scenes I have had on R2A occur in Weirmonken or as part of the playgroup. We've come a long way, as a group and as a prop. We've seen our share of
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A lot has changed in two years. Weirmonken has gained respect for not only the skills of its warriors, but for the Weir as people. I like to think that we've re-grasped some of the glory of the Weir of Old. The most recent Weir Plot, the fight against the Black Road, produced some of the best play I've had, and some of the favorite scenes I've ever run.
That said, I really like the idea of an independent Weirmonken. and, like Niklas, I believe that this would be best served by political maneuvering rather than the hostile showing up at Amber's doors with all our d00dz.
I'm a big fan of Change and Risk. I say go for it.
Is it time to break out the 'It's On Now!' flag, bossman?
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But saying that, I would have to agree with those that state that the Weirs should seek their independence through political maneuvers than their strength - prove to the nobles that the Weir are far more than just slavering beasts ready to fight. We have brains! And we know how to use them as well!
What scenes I have had with the playgroup, have been fun, I will say that. I'm almost sorry that Kirra's path has taken her away.
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