Just for fun, here's a look at the creation of the Ironsworn coverimage.




Just for fun, here's a look at the creation of the Ironsworn cover image.

Comments

  1. I'm going to propse this to my group for our next game :)

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  2. How many folks at your table, Gary Anastasio?

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  3. I'm very interested to see how things for medium to large groups, Gary Anastasio. I don't think it will break (fingers crossed), but Ironsworn has always been a bit more focused on small group play. Probably because that's my gaming reality!

    Chapter 7 will include some recommendations for tweaking things (as appropriate) based on the number of folks at your table. There are a few things to consider:

    1) Don't rely on initiative alone to manage the spotlight in combat. Even if a player is on a roll with strong hits, jump to someone else and keep it moving around the table. This is a pretty standard PbtA GM'ing technique.

    2) The supply track is shared, and I'm interested to see the ramifications on whether this makes it hard to maintain supply, easy to maintain supply, or just comes out in the wash

    3) Building adds via multiple Aid your Ally moves might get cray-cray, but Ironsworn is purposefully designed to offer diminishing returns after a certain number of adds, and a 10 on the challenge die always means at least a weak hit.

    4) Combat might get to be a pushover with everyone pinging the same progress track. Easy to address though -- just shift foes up a rank (or two).

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  4. Gary Anastasio Another way to deal with large groups pinging a single progress track would be to set up multiple stacked challenges in the same space.

    You've got the Bandit King, his Gang of Bandits, and some Prisoners that are in Mortal Danger.

    Set the Bandit King at Formidable, the gang and the prisoners in need of help at Dangerous and then the party has to split up to handle the multitude of threats. If they decide to focus on the boss, hit them with a hard move like executing a prisoner or flanking with the gang.

    Or heck, maybe the fight takes place on a raised platform surrounded by deep crags, on a miss with Strike or Clash maybe you have to Face Danger or be shield-bashed into the pit, taking a PC out of the fight for a couple rounds and limiting incoming damage. (This was a favorite of mine in Dungeon World, big enemies that could use its moves to physically move the PCs around the field)

    Lots of great fiction-first ways to make even a single baddie threatening!

    Can't wait to hear how it goes :)

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  5. Shawn Tomkin, I'm really glad you went with small group optimization because that's not only the reality for you! That's the reality of adulthood.

    While I'm here, I have a question. The game has a single asset deck, which quite strongly implies no two characters should have the same asset. How important do you feel that is, and when if ever might exceptions be made?

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  6. Hi, Richard Robertson. It's suggested that allies don't share assets, but won't break anything if they do. Also kinda' depends on the asset chosen. Combat talents, for example, are a bit less about a particular character's niche than paths.

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