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Freebooting Venus / 1st Session Playtest
« on: December 02, 2015, 07:15:58 PM »
Hi All
we played our 1st session tonight. 4 players + MC. Had great fun.
Character generation took a bit longer than I expected, 60 mins including building a relationship map for all the treasures, accommodations, etc. However much quicker than my recent PbA experiences, which is a refreshing change of pace.
Initial situation generation was great, had priestess on a barge summoning a gibbering, franken-zombie cluster of human limbs while her acolytes threw javelins at the PCs on shore under a bridge.
Didn't leave long enough for the end of session as it is more involved than other PbA games with treasures etc.
Questions/Issues
1. In char gen it says pick one of 8 skills but only 7 are described there (warfare is missing)
2. Is it possible to help on a saving throw?
3. Am I correct that you cannot communicate with a ghost/spirit if you don't take necromancy - does this mean you can or can't have a guardian/advisor without necromancy or is it sufficient to assume the ghost will help when it can for the non-question-oriented abilities?
4. We were confused by the help rules under "Demand Something" - does this mean that only 1 character can roll or should both roll? If only 1 roll, then should it really say you cannot help?
5. Can you mark experience for Establish and Improve an estate when you only establish it? (Maybe better to use Establish _or_ Improve?)
6. Some hesitation around timeframes for Recover, Regroup & Prepare - seems to incorporate a bit of Read a Sitch which implies short time-frames but most options seem to imply longer and hence hard in fiction to choose more than one option in a short timeframe use.
7. Players felt a bit more time on worldbuilding would give them better context, maybe a longer intro paragraph than the current one on p1? (I was happy to just go)
8. Really would like name list(s) - eg people, places, cults/organisations
9. Would like some MC prompts/lists for describing magical items when examining treasure
10. Would like a MC move list to act as prompts for what happens on a miss
11. Is the idea to start with a new opening situation every time we play? (we still have a lot of mileage flowing from the 1st one!)
Looking forward to playing again
rgds
rob
we played our 1st session tonight. 4 players + MC. Had great fun.
Character generation took a bit longer than I expected, 60 mins including building a relationship map for all the treasures, accommodations, etc. However much quicker than my recent PbA experiences, which is a refreshing change of pace.
Initial situation generation was great, had priestess on a barge summoning a gibbering, franken-zombie cluster of human limbs while her acolytes threw javelins at the PCs on shore under a bridge.
Didn't leave long enough for the end of session as it is more involved than other PbA games with treasures etc.
Questions/Issues
1. In char gen it says pick one of 8 skills but only 7 are described there (warfare is missing)
2. Is it possible to help on a saving throw?
3. Am I correct that you cannot communicate with a ghost/spirit if you don't take necromancy - does this mean you can or can't have a guardian/advisor without necromancy or is it sufficient to assume the ghost will help when it can for the non-question-oriented abilities?
4. We were confused by the help rules under "Demand Something" - does this mean that only 1 character can roll or should both roll? If only 1 roll, then should it really say you cannot help?
5. Can you mark experience for Establish and Improve an estate when you only establish it? (Maybe better to use Establish _or_ Improve?)
6. Some hesitation around timeframes for Recover, Regroup & Prepare - seems to incorporate a bit of Read a Sitch which implies short time-frames but most options seem to imply longer and hence hard in fiction to choose more than one option in a short timeframe use.
7. Players felt a bit more time on worldbuilding would give them better context, maybe a longer intro paragraph than the current one on p1? (I was happy to just go)
8. Really would like name list(s) - eg people, places, cults/organisations
9. Would like some MC prompts/lists for describing magical items when examining treasure
10. Would like a MC move list to act as prompts for what happens on a miss
11. Is the idea to start with a new opening situation every time we play? (we still have a lot of mileage flowing from the 1st one!)
Looking forward to playing again
rgds
rob