Posts

Showing posts with the label Bjorsa Brimrsson

Not explicitly Ironsworn related (specifically FATE related), however, I think this is a solid post for this...

Not explicitly Ironsworn related (specifically FATE related), however, I think this is a solid post for this community: http://walkingmind.evilhat.com/2018/01/17/risks/ I haven’t even digested all of it but feel like it could be of use in driving more robust narrative outcomes for Pay the Price and Weak Hits. http://walkingmind.evilhat.com/2018/01/17/risks/

Shawn Tomkin question for you on allied NPCs and narrative.

Shawn Tomkin question for you on allied NPCs and narrative. I’m currently running a scenario with two PCs,mercenaries who have been compelled to join a secnd non-allied mercenary company (the PCs successfully lied about their alignment after a disastrous battle -they were on the losing side - and found themselves alone. Success came at a cost and the 2nd mercenary company suggested strongly that the PCs join their company for a mop-up operation). The PCs quickly find themselves confronted with a third mercenary band, the remains of another rogue company allied with the PCs former employer, which is looting part of the baggage train. Clearly, the PCs have a choice now of who to side with and I determined they would remain in their cover and attack the third mercenary band along with their new, faux allies, in an effort to simply get away from the aftermath ASAP. My question comes with how to best manage the NPC groupings as well as the PCs using a more narrative approach. In some sys...

Shawn Tomkin I’ve recently been working through a 2 PC scenario and have a couple of questions for you with respect...

Shawn Tomkin I’ve recently been working through a 2 PC scenario and have a couple of questions for you with respect to multi-player sessions: 1.) When traveling wit 2 or more PCs, do you just have one PC roll Undertake Journey (I assume this is the default)? Possibly have the 2nd player roll Aid Ally/Secure Advantage, if you want to have the second player provide assistance? 2.) Also, I assume on Journeys both players consume Supply as they are traveling, regardless of whether only one player is rolling for the Undertaking? 3.) Once travel has ended, either/both can roll for things like Make Camp and/or Resupply, correct? Dom’t know why that sort of threw me as I was working through the playtest - perhaps I’ve been so focused on solitaire play that breaking up the limelight sort of caught me off-guard. The scenario is simple enough - am converting a The One Ring scenario, having two Dwarves set-out on a search for lost companions. Chaos ensues. I couldn’t see a case for both making...

2nd (and, final) installation of my Hezekiah Edwards playtest.

2nd (and, final) installation of my Hezekiah Edwards playtest. The frontiersman reaches his Iroquois allies but can he convince them of the possible threat? If so, what is their next step? And, what is afoot in the woods of New England with the waning of winter?

Shawn Tomkin so as not to derail your Q&A with Andrew Huffaker, I did find an interesting remark in your response to...

Shawn Tomkin so as not to derail your Q&A with Andrew Huffaker, I did find an interesting remark in your response to his question: "Make however many segments of your journey are necessary to Reach your Destination." I don't know why this didn't occur to me before - I guess I was just fixated on the ten mark Progress bar - but, am I correct in thinking that progress trackers can be of varying size? Clearly, anyone can house rule it to fit their needs, but this really resonated on several fronts - it makes it easy to customize your Journey (since not one size fits all) and also has wider applicability for things like enemy health bars, i.e. it's easy to make a minion by simply reducing the number of Health in the tracker, etc. I'm kind of winging this without referencing the rules so, I may be butchering things here. Please correct me if I'm wrong.

At long last, here's the first entry my first playtest - the adventure of Hezekiah Edwards in British mid-18th...

At long last, here's the first entry my first playtest - the adventure of Hezekiah Edwards in British mid-18th Century North America. I decided to set this during King George's War (1744-1748) rather than the French and Indian, as the earlier conflict saw more raiding and frontier fighting than the later war.

I look forward to writing up my first playtest - the adventure of young Hezekiah Edwards in mid-18th Century British...

I look forward to writing up my first playtest - the adventure of young Hezekiah Edwards in mid-18th Century British North America. The young man sets out to negotiate a new price on trade goods with the nearby Iroquois settlement but encounters a Huron war party - chaos ensues. Just wanted to say that this a fine ruleset and really enjoy the mix of Oracles and narrative outcomes of the various Moves. Really evocative and, at least in my limited first run, led to an impressive solo session. Can’t wait to get back to Hezekiah. One quick question for Shawn Tomkin - what is the default power level? Are early stage PCs pretty equipped for robust solo adventures or should I bump abilities a bit? Any thoughts from others who may have run solo adventurers?