Yeah, Mystery Meat is really annoying. But people designing things seem to tend to think it's cool.
Making up Wyrds seems pretty easy, though I found myself more inspired once I'd heard the ones off the CD somehow (Marked; a measure of how well you can pass (physically) in human society (which is kinda like Stranger, only different); Favor and Duty (not sure how to price Favor vs Duty -- maybe it should be one level worse, since it's theoretically temporary?), Notorious (which can be either in magical or Everyman circles, but is fundamentally an Everyman wyrd)). Legacies shouldn't be that hard either; I don't think balance is -that- much of a consideration as long as it's not too much beyond the other legacies on that level, and fits thematically -- note that the elemental masteries are very powerful when bought to a high level (but artifically limited, probably too much so; paeryn basically ignored this when he was running, which was a good thing), shapeshifting is at least as powerful on a high level, and that the active magics (whatever they're called) have a high threshold, but are, in fact, stupidly powerful if you have good target numbers, enough to make balance much less of a consideration.
So you're another one of those players who plays just fine, but GMs rarely, if ever? I suspect a decade of play experience has improved this considerably...
I know I was horrible in an aboritive Toon game I ran over a decade ago, but have gotten nothing but positive comments on the one-shots (LARPs and one-shot F2F games, mostly, plus a medium term story I ran in Altclair, which lasted for a bunch of sessions) I've run in the last 6 years or so); sometimes you have to find the right (and wrong) system, as well as players, in order to make things work.
I still don't run that much, mostly because I don't have the patience to do a lot of preparation—when I -do- run, I tend to do it on pure improvisation (except for LARPs), pulling a bunch of image cards in Everway to form the kernel of a story, or taking a few external set-concepts and weaving the PCs into it to form something interesting (what I did in my pickup Gencon Nobilis game 2 years ago, and in the Iron Ref Everway game I ran in about the same timeframe).
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Making up Wyrds seems pretty easy, though I found myself more inspired once I'd heard the ones off the CD somehow (Marked; a measure of how well you can pass (physically) in human society (which is kinda like Stranger, only different); Favor and Duty (not sure how to price Favor vs Duty -- maybe it should be one level worse, since it's theoretically temporary?), Notorious (which can be either in magical or Everyman circles, but is fundamentally an Everyman wyrd)). Legacies shouldn't be that hard either; I don't think balance is -that- much of a consideration as long as it's not too much beyond the other legacies on that level, and fits thematically -- note that the elemental masteries are very powerful when bought to a high level (but artifically limited, probably too much so;
So you're another one of those players who plays just fine, but GMs rarely, if ever? I suspect a decade of play experience has improved this considerably...
I know I was horrible in an aboritive Toon game I ran over a decade ago, but have gotten nothing but positive comments on the one-shots (LARPs and one-shot F2F games, mostly, plus a medium term story I ran in Altclair, which lasted for a bunch of sessions) I've run in the last 6 years or so); sometimes you have to find the right (and wrong) system, as well as players, in order to make things work.
I still don't run that much, mostly because I don't have the patience to do a lot of preparation—when I -do- run, I tend to do it on pure improvisation (except for LARPs), pulling a bunch of image cards in Everway to form the kernel of a story, or taking a few external set-concepts and weaving the PCs into it to form something interesting (what I did in my pickup Gencon Nobilis game 2 years ago, and in the Iron Ref Everway game I ran in about the same timeframe).