Hi there everybody.
Looking forward to spending the next year waiting with you guys.

My very first Kickstarter Backing.
I've only a few weeks ago decided to invest again in a new cRPG after having been away from gaming for a number of years.
My last RPG was Neverwinter Nights where I spent some time programming helpful scenarios. At least I thought they were helpful - and I know of at least seven - err... five people who liked it.
We did hit the dedicated mod support. Maybe you can make a bigger, better, more helpful scenario this time?

It can bump your fan count.
To get right into it: What do you guys think of the games master mode? I've never played pen and paper(some friends do or did) but won't it be hard to actually emulate the same kind of experience on computer? You can make your own dungeon, throw in some enemies, traps or puzzles but what about implementing stories or quests? It feels like it would be kind of hard to do this from a narrative perspective. You don't have the freedom of creating your own story because you will probably be working with templates and the narrative you create has to work within that context, or am I being to negative here. I'm asking how do you people think it will work.
I think it will be hard to pull off and make properly, but probably not as hard as expected.
Way I see it it will have to work side by side with the editor, involving, just like a true P&P RPG, a lot of preparations from the game master.
Of course there's still room for annoucements, but I recko(i)n the simplest way to go would be modular : create assets in the editor, from monsters to gear to whole rooms or even dialogues, prepare a "strong" base content, and if your players are adventurous, use your modules on the fly for their benefit.
True complex dialogues and deep interactions are probably not going to be doable while still retaining a certain level of freedom and most of all, fluidity for the players. However, you could still play it "the old way", which is simply engaging real dialogues with the players whenever you want an interaction with a NPC to sound real.
Obviously I don't expect the GM mode to be able to deliver a full "Roleplaying" kind of session ( as opposed to combat-oriented session ), in which you leave a lot of freedom to your players. However with a carefully crafted campaign thanks to the editor, you may lay the foundations to such a game. Then your role as Game Master would essentially be to offer some interactions that would be way more organic than counting on scripts alone.