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Messages - johnzo

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The Regiment / Mission Boston: a free D-Day paratrooper sandbox
« on: June 23, 2013, 03:27:24 AM »


http://john.aegard.com/mission-boston-v0.3.zip

I've just released my first Regiment scenario.  Here's the intro:

Quote
Mission Boston is a World War II paratrooper sandbox playset. It is based on the 508th Parachute Infantry Regiment’s drop into occupied France during D-Day.

Players will play a stick (squad) of paratroopers within the 508th. They will drop into Normandy with a crushing weight of orders: seize important bridges, prepare landing grounds for glider infantry, destroy targets of opportunity, and in general pave the way for the beach assault that’s coming in about four hours.

In real life, the 508th was scattered across the French countryside. On the first night, they achieved none
of their ambitious objectives while suffering substantial casualties.

This scenario offers no opportunity to change this outcome.

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Dungeon World / Re: AP: Indigo Galleon (part I)
« on: November 26, 2012, 10:29:11 PM »
The intention is that the chicken polymorphing is the hook. 

It may seem silly on the surface, but I chose that hook carefully.  It had to accomplish a lot of things:

a) the Imperials need to demonstrate their substantial (but not limitless) magical power.
b) the Imperials need to gain some leverage over the villagers.  The chickens are hostages that don't need to be guarded!
c) the Imperials need to insulate themselves from reprisals.  If the villagers try to kill the Imperials, they can forget ever getting their chicken relatives de-polymorphed.

and most importantly:

d) the party needs to be forced to take a moral stand.  Will they stand aside and watch as the Imperials villain it up?  Or will they intervene?

3
Dungeon World / Re: Need readers/testers for DW scenario The Black Tide
« on: November 24, 2012, 05:43:37 AM »
Hitchcock--

I like the situation!  The party is going to have to jump one way or the other here, either seizing the treasure, running off the templars, or dealing with the warlock + goblins.  I can definitely see the Indigo influence.

I'd like to see maps -- at least a map of the area showing all of your encounters.  Walls of text are hard to read! 

Don't break sections across columns or (even worse) pages.  It makes them very hard to read.

I'm not sure about some of your custom moves.  As a GM I need them to be more concrete, more specific.  I need them to be just as much how they do something as what they do. 

For instance, your templar moves:  Follow orders ruthlessly, Use whatever’s handy in painful new ways, Fight to the bitter end.   What ruthless things do they do?  Torture, kidnap, maim, threaten, what? 

I know there are some great guides out there to making custom moves although I can't find them just this moment.  Check those out and follow their advice.

Echoing that you should seek permission for the art.  Nice choice, though.  It's a striking piece.

Also, it's 'Aegard' rather than 'Aagard.'  :)

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Dungeon World / Re: AP: Indigo Galleon (part I)
« on: November 24, 2012, 05:23:24 AM »
Hey timmyd--

Thanks for posting this AP.  It's always cool to see how Indigo mutates in the hands of other GMs.  :)

And that healing spell is super metal.

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Dungeon World / free DW module: The Indigo Galleon
« on: August 15, 2012, 11:51:35 PM »
I just released my first Dungeon World module, The Indigo Galleon.  It fits on a legal sheet just like the old DW playbooks.  It's got ambitious octopus folk, treasure ships, pirates, stuck-up Imperial nobles, lots of fun stuff.  And it's free!

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