Posts

Showing posts with the label Allan Prewett

If I was to play a kid, say 10 to 12 years, should I use the default character generator, so as not to break the...

If I was to play a kid, say 10 to 12 years, should I use the default character generator, so as not to break the game mechanics? It would just mean upping the risk with encounters.
Adventuresmith would be a great location for the random tables.
Ordered my hb copy today. Going to go back to the Winter of Worlds by Rohan.

Could there be the negative version of an asset

Could there be the negative version of an asset Then maybe as an optional rule a player could pick more than 3 but for each extra needs to take a negative.

Still here but on holidays for the last few weeks, caravan trip across the country.

Still here but on holidays for the last few weeks, caravan trip across the country. My sons wedding and then he is posted to Afghanistan for 6 months, so I am hoping to start a game with him. We finally had a chance to run a small refed game last night. He loved it. If he downloads from the web site is that the latest version?

I am just reposting this as I think it got lost at the end of my other thread.

I am just reposting this as I think it got lost at the end of my other thread. I would still like some expert guidance on how to handle core clues. We have gamed Gumshoe, and infact one of our games is Confidential 121. But in solo or coop is it ok to just give the clue without a roll? But I still like the twist of the miss on gather information, so I still learn of the saboutage, but it is hot and coal dust is in the air, with my lantern, causing a further dust explosion (if I have my chemistry correct) My take is to gumshoe it, but being new to solo and coop play, was wondering what others do and if some guidance could be included in the book.

So we did some more coop last night.

So we did some more coop last night. Question; is it possible to add modifiers to rolls? Sometimes it felt like a task could have been a bit easier. With the system as is, what would you consider the default difficulty on a standard roll to be? Average, easy, difficult... Advancing does not give you the option to increase stats and not all assets fire all the time, so it feels like a standard roll is a difficult level. Another thing that came up and its not a biggie, as it would be easy once more skilled at the system, but harm from natural causes, like falling. We were trying to escape pirates with Face Danger - trickery, after deciding the pirates boat was faster, around a small island. We Missed. We decided on two possible outcomes - captured or run aground on a spur of rock just off the island. Oracle said rock. So we were looking for guidelines on harm from such a crash. We had a lot more going on, sorry I dont have time to write it up.

Being new to this sort of gaming, if via my backstory wanted to have a short term vow, of make money for my family,...

Being new to this sort of gaming, if via my backstory wanted to have a short term vow, of make money for my family, as in make them rich so they dont have to do physical work anymore. I know its a bit weak, but I was interested if I could take that skeleton and via the system find out how I would, or do I need more detail?

An option for Undertake a Journey

An option for Undertake a Journey Just an idea, but would an option work to break a journey into different ranks. Eg, start on the plains - troublesome Into the foothills - dangerous Etc.

Question about; Make a Camp.

Question about; Make a Camp. One person rolls. On a strong hit, each can choose 3 options. Can I choose Recuperate 3 times or must it be 3 different? The text says, each of you may choose your own benefits, combine that with 3 choices, it could be that we can each choose 3 options. This seems like a lot. Add to that some options also include companions. As I see it. 2 players Strong hit Assuming that one player cant pick the same option more than once P1 picks option 1, 3 and 4. P2 picks 1, 2 and 5. Total health, 3 per player? Seems like a lot, assuming my assumptions above

Started our first co-op game tonight.

Started our first co-op game tonight. Went through the World setting options. Settlement of fishermen and miners on the Ragged Coast, no other details yet. Aaron characters backstory was caught in a storm at sea and took shelter on an island with a strange iron spike, felt wierd and had strange dreams. We played a little bit about vows and followed the recommendation of playing them out. My character is a bit bookish so had learned that before undertaking a quest, a ironvow should be sworn, and did he (Aaron) know of any large bits of iron, as I am sure the larger the iron lump the better success we will have. So now we are journeying (dangerous) back to the island to swear on the spike. I dont like the sea, cant swim, its going to be awful. We have not completed char gen as we were doing our current campaign of The Dark Eye also.

An idea for the published setting.

An idea for the published setting. Would it be an idea to have a detailed starting location. Fishing village with a few key npc's and surrounding location sites. Neighbors, factions and political situation. Nothing to detailed, just something to help those not used to the game style, start the fiction. This maybe already planned as the book is not finished. If I was to start a game co-op with minimal prep and I look around my shelves, I see HARN and its viking addon setting, but have to find a less urban location, to keep in the Ironsworn feel. Another could be The Lonely Coast, by Raging Swan Press. We dont play D&D but I picked this up in a bundle a few years ago. Good wilderness fit. Why I asked the first part is my unique gaming situation. My only player is a IT person with no fiction book reading. He has never read a fantasy novel. His only genre info comes from movies etc. Even after many years of gaming, he is not the quickest off the cuff, brainstormy type player. Norma...

At char gen, I have 3 assets.

At char gen, I have 3 assets. I have noted in some other systems that they offer companions for the same cost as other assets. But if I did not choose one, then I am penalized as I dont gain the companions bonus's which are usually more than the one slot taken. For example, Heroquest offers companions and you get there extra benifits (usually 2 or more) for the same cost. So a house rule is to increase the number of asset points for all, say from 5 to 7. If you take a companion the first cost covers only one off there abilities, if you want more you spend more of your points. Has some thought been put into a similar balance? A hound has 2 good extra benifits, so either other assets offer the same or I need to burn 2 assets to get a hound. Assuming game balance is important in PbtA games, I have never played one. Could I take 3x hound for example and have a pack with me?

Minor errata.

Minor errata. Page 16 has the bullet point; you reach your destination. Confused as an option to choose, unless it was only available when you crossed the last progress box, but then why list it. But I see later on pg 60 its been removed. Makes sense now as you obvioulsly only reach the destination when you fill the last box.

Quick question/clarification please.

Quick question/clarification please. Burning Momentum pg 13 does not list how much to loose. First I assumed it was the default -2, but now I am not sure. The reset after a burn seemed to indicate that all the momentum goes and it is reset to 2.

Hi, total greenhorn.

Hi, total greenhorn. I have only skimmed the book and it looks very good. My group is only 2. Myself as sole gm and a long time player. I am leaning towards co-op for something diferent. I see there is a setting included, but to make the starting process easier I was hoping to use one of our other settings we are familiar with. Is there an elevator pitch for the rules so I can work out what would be a good fit. I have games like Harn, Tekumel, 13 Age, Atlantis, Talislanta etc to name a few. I assume we are looking at a fantasy rules system. Thanks