1
AW:Dark Age / Re: Crown of Towers Playtest
« on: October 09, 2014, 01:50:48 PM »
We continue, even though the Bakers have moved on!
We played what turned out to be a short session on Tuesday.
First, we finally playtested the Battle Moves in our thrilling engagement between the Abrika and the dastardly Clan Ixone. Except, since Tinitran scattered their horses and deprived them of cavalry, it wasn't so much exciting as ghastly. Turns out the Ixone relied on their horses more than we realized; losing them knocked their Harm and Armor down considerably. With the addition of a good roll on our side and a mediocre roll on their side, the Abrika war party dealt 6 harm to the Ixone while the Ixone failed to inflict any harm at all on us. In other words, it was a rout. In one exchange, one war party lost all its harm levels. Their one pick on their Come Under Attack was to scatter the Abrika, and while the Abrika did that, the Ixone surrendered.
A few observations here:
1. Since the Ixone was Judson's front, and since Judson's PC was blinded, we had Tablesaw take on absent Adam's PC to lead the war party. While this did mean that Tablesaw answered some questions and made a few decisions as Idus, the impact of one PC leading instead of another PC was almost negligible. You don't roll your own stats, and there's no rights that give you a +1 to War when you're in command, or give you more options in battle, or the like.
2. Even with our crushing single exchange, we were a little confused on whether the Ixone war party could continue the battle if they wanted to. Common sense said no, they were routed, but since they had not yet Counted Their Fallen (and it's also a question if NPC War Parties even do that), their numbers existed in a weird quasi-state of being in fighting form and also being routed. Schrödinger's Infantry.
3. Do NPC war parties Count Their Fallen?
4. Our war party included the Abrika warriors and the Forest band which we made to round out our garrison, totaling 21 warriors; the Ixone was just the one clan with their 8 warriors. This huge numerical advantage is one of the reasons we squashed them flat. But was our game-building prep, where we just threw in a whole new people so that we could fill our garrison, a legit thing to do? Or did we inadvertently overpower our defenses back in session one? (Obviously, moving forward, the proper solution is to come at the Crown of Towers with a three-clan war party!)
After the fighting was over and their champion taken as a thrall, we put him to work building a nice curtain wall around the stronghold. I got to roll Tatbirt's "muster workers" right, but the weak hit seemed a little consequenceless. I filled in a bubble, and that was more or less it. It didn't feed into the story as much as I might have liked.
Meanwhile, Agrezam went to Tinitran to ask her what she knew about the White Caps' god and how to fix his blindness. She suggested apologizing to Vanora for warring on her people; this was not something that our proud war-leader was going to do. So Agrezam supplicated the gods of war, hoping that they could address his little blindness problem. They responded that it was out of their purview, but they could ask the Lady of Changes. Agrezam wasn't about to call on gods outside the Iron Triune (because then he'd have to roll his Weird instead of his Bold), so he called on Tatbirt to Consult the Other World. She bathed in the springs, felt the interconnectedness of all things, and pledged to the Lady that she would affect an alliance between the Abrika gods and the White Caps' god. Agrezam's sight was immediately returned, and as Tablesaw said, "And so you are in debt to the gods to make that happen, Tatbirt."
One observation here: while Open Your Brain in original Apocalypse World is a lot messier and less clear than Consult the Other World, it does ask questions of the PCs in ways that Consult doesn't, and that seems like a missed opportunity. Later in the evening, Tablesaw regretted not using the Consult as an opportunity to get details on Tatbirt's child, but I don't think there was a great deal of opportunity that he missed.
From there we decided to hit the End of Season button. This, combined with doing the XP from last session (since we forgot), meant we did a round of picking new rights. Agrezam chose the right to speak wisdom in counsel. Tinitran chose the right to whisper to ghosts, spirits, and the otherworldly. Tatbirt chose to bump her Strong up +1, because most of the New Nobility rights she was picking from were of the "here's a right that you can have denied, and has little concrete effect otherwise" variety.
Since we'd hit the end of the season and will probably have Adam back to play Idus next week, we decided to call that the end of the session.
We played what turned out to be a short session on Tuesday.
First, we finally playtested the Battle Moves in our thrilling engagement between the Abrika and the dastardly Clan Ixone. Except, since Tinitran scattered their horses and deprived them of cavalry, it wasn't so much exciting as ghastly. Turns out the Ixone relied on their horses more than we realized; losing them knocked their Harm and Armor down considerably. With the addition of a good roll on our side and a mediocre roll on their side, the Abrika war party dealt 6 harm to the Ixone while the Ixone failed to inflict any harm at all on us. In other words, it was a rout. In one exchange, one war party lost all its harm levels. Their one pick on their Come Under Attack was to scatter the Abrika, and while the Abrika did that, the Ixone surrendered.
A few observations here:
1. Since the Ixone was Judson's front, and since Judson's PC was blinded, we had Tablesaw take on absent Adam's PC to lead the war party. While this did mean that Tablesaw answered some questions and made a few decisions as Idus, the impact of one PC leading instead of another PC was almost negligible. You don't roll your own stats, and there's no rights that give you a +1 to War when you're in command, or give you more options in battle, or the like.
2. Even with our crushing single exchange, we were a little confused on whether the Ixone war party could continue the battle if they wanted to. Common sense said no, they were routed, but since they had not yet Counted Their Fallen (and it's also a question if NPC War Parties even do that), their numbers existed in a weird quasi-state of being in fighting form and also being routed. Schrödinger's Infantry.
3. Do NPC war parties Count Their Fallen?
4. Our war party included the Abrika warriors and the Forest band which we made to round out our garrison, totaling 21 warriors; the Ixone was just the one clan with their 8 warriors. This huge numerical advantage is one of the reasons we squashed them flat. But was our game-building prep, where we just threw in a whole new people so that we could fill our garrison, a legit thing to do? Or did we inadvertently overpower our defenses back in session one? (Obviously, moving forward, the proper solution is to come at the Crown of Towers with a three-clan war party!)
After the fighting was over and their champion taken as a thrall, we put him to work building a nice curtain wall around the stronghold. I got to roll Tatbirt's "muster workers" right, but the weak hit seemed a little consequenceless. I filled in a bubble, and that was more or less it. It didn't feed into the story as much as I might have liked.
Meanwhile, Agrezam went to Tinitran to ask her what she knew about the White Caps' god and how to fix his blindness. She suggested apologizing to Vanora for warring on her people; this was not something that our proud war-leader was going to do. So Agrezam supplicated the gods of war, hoping that they could address his little blindness problem. They responded that it was out of their purview, but they could ask the Lady of Changes. Agrezam wasn't about to call on gods outside the Iron Triune (because then he'd have to roll his Weird instead of his Bold), so he called on Tatbirt to Consult the Other World. She bathed in the springs, felt the interconnectedness of all things, and pledged to the Lady that she would affect an alliance between the Abrika gods and the White Caps' god. Agrezam's sight was immediately returned, and as Tablesaw said, "And so you are in debt to the gods to make that happen, Tatbirt."
One observation here: while Open Your Brain in original Apocalypse World is a lot messier and less clear than Consult the Other World, it does ask questions of the PCs in ways that Consult doesn't, and that seems like a missed opportunity. Later in the evening, Tablesaw regretted not using the Consult as an opportunity to get details on Tatbirt's child, but I don't think there was a great deal of opportunity that he missed.
From there we decided to hit the End of Season button. This, combined with doing the XP from last session (since we forgot), meant we did a round of picking new rights. Agrezam chose the right to speak wisdom in counsel. Tinitran chose the right to whisper to ghosts, spirits, and the otherworldly. Tatbirt chose to bump her Strong up +1, because most of the New Nobility rights she was picking from were of the "here's a right that you can have denied, and has little concrete effect otherwise" variety.
Since we'd hit the end of the season and will probably have Adam back to play Idus next week, we decided to call that the end of the session.