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Messages - Hitchcock

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1
Monsterhearts / Monsterhearts on Infrno.net
« on: June 21, 2013, 01:56:52 AM »
Howdy, folks. Just wanted to share the word that there are a bunch of Monsterhearts players on Infrno.net these days, running one-shots and campaigns (5+ games a week). Many other games happen there, as well. Membership is free with ads. Generally you need a reliable internet connection and a headset with microphone. We use Skype or Ventrilo to play.

Infrno has a nice community and many excellent players and GMs. Perhaps there are some aspiring young monsters out there who will get to play finally, in spite of remoteness or being stuck at home. As usual, your mileage may vary. Some time zones are really hard to find games for.

Hope to see some folks there for MH or other apocalypse-powered games. It's allowed me to play many, many games I can't find groups for in my area.

Cheers.


2
Monsterhearts / Re: New Skin: The Incubus
« on: June 21, 2013, 01:50:38 AM »
The latest version of this skin is here:

https://dl.dropboxusercontent.com/u/37403859/The%20Incubus.pdf

There's been a lot of play-testing and feedback and some great artwork incorporated into the skin. Please let me know what you think.

Thanks, again for your time.

3
Monsterhearts / Re: New Skin: The Incubus
« on: May 24, 2013, 02:39:27 PM »
Doh! It was late and I was excited. Thanks for the feedback.

4
Monsterhearts / Re: New Skin: The Incubus
« on: May 24, 2013, 02:05:53 AM »
Thanks again. I really appreciate your feedback. Sorry for the delay.

This is the new ward power:

? Power of Warding
With this power is active on you, expend it to summon the person you fed upon, teleporting them immediately into your presence. If you give it to your prey, they can expend it to summon you.

The idea is a magical shield that will protect you against one physical or magical attack. So it is good against werewolves and witches, but not so much against the vampire. It imposes a penalty to an opposing PC's roll or a bonus to your defense roll against NPCs. In my games I often have PCs roll to keep their cool when trying to accomplish non-fighting tasks in high pressure situations, just like you mentioned. This power would grant a +2 bonus on rolls to avoid attacks and spells. This version also seems to make more sense with the rules for disadvantages.

One reviewer felt a real dislike for anything that penalizes a roll, but disadvantages are part of the game, and to me it is better to have a chance of success than to have the attack negated entirely or something like that.

5
Monsterhearts / Re: 6 New MH skins up on Kickstarter
« on: May 22, 2013, 03:03:09 AM »
Kicked.

6
Monsterhearts / Re: New Skin: The Incubus
« on: May 22, 2013, 02:50:18 AM »
Thank you very much for the feedback. I considered it carefully and made a few alterations. Also, I have a proper image for the playbook now.

It still needs to be playtested, but it's in much better shape now.

The link above still works to get the latest rev.

7
Monsterhearts / Re: New Skin: The Incubus
« on: May 19, 2013, 04:22:53 AM »
This has been updated after careful review. The new version is much less powerful, but still can kill while feeding. Pretty much every section and move was overhauled.

Further feedback would be appreciated. Playtests coming soon.

8
Monsterhearts / New Skin: The Incubus
« on: May 08, 2013, 03:02:46 AM »
A group of us who play on Infrno.net were looking for something different, sexy, but more empowered than the other demonic options available on the market. ;)

This skin is inspired by the show Lost Girl and is a blend of vampire, infernal, and ghoul. Here's a rough draft of The Incubus.

Please offer constructive criticism.

Many thanks.

https://dl.dropboxusercontent.com/u/37403859/The%20Incubus-Succubus.pdf

9
Monster of the Week / Re: Monster of the Week on Infrno.net
« on: February 19, 2013, 02:09:22 AM »
Just a bump to let all you MotW fans know that this is still a thing that is happening. I've run the game in person and on the virtual tabletop (VTT) a bunch of times now, and it is fun as hell. In person is more open to humor and the fun of chatting with people and roleplaying face to face. But online always feels like a more intimate story-making/roleplaying experience. It's more focused.

In any case, it would be great to see some more MotW Keepers come run games on Infrno so I could play some of the characters I'm dying to try. =)

Cheers.

Oh, here's a link to an image of the VTT (https://dl.dropbox.com/u/37403859/Screen%20Cap.jpg) for my games. It has some IP, to help the players choose a class, but the game description page has a link to buy the game book.

10
Dungeon World / Re: Animal Companion
« on: February 18, 2013, 11:53:13 PM »
It seems like some of the issue is about how to handle damage and consequences for ranger and companion. I look at it like the Ranger and Companion are essentially one being with shared hit points, stats and screen time, making moves as usual, but with a huge difference in the fiction.

I ran another session of Dungeon World last night with an elven ranger, Alaria and her cougar Rik. During the first part of The Black Tide, Alaria sent Rik (a cougar) to spook the Templars' horses. I asked for a defy danger roll with Dex to avoid the attacks of the Templars. The results should impact the fictional situation of the Companion. So when she rolled a 5 against the Templars, Rik was surrounded and trapped by mounted knights bearing swords and calling for their spears. That seemed to work and lead to more interesting events.

For Hack and Slash, I applied damage or backlash to Rik in the fiction. The character doesn't have to mirror the damage to feel it. If Rik had broken a leg or something, Alaria would have felt the harm to her essence or however you conceive of Hit Points, but she wouldn't get a broken arm.  If Alaria had taken a fatal wound during the adventure after any sort of mixed result, I'd always give her the option of having Rik take the hit and be killed, sparing her the damage just that once.

The cinematic style is certainly where I'm coming from. If you've got a bear companion, you have a BEAR with you. The things you can narrate with that ARE the benefit (or complication) you are looking for.The mechanical bonuses are minimal for balance,  they are not the meat of a companion's benefits. A bear could rear up to push things over, see over a fence, or pull down a flimsy structure. A wild cat could leap over obstacles or climb trees in pursuit. A wolf understands teamwork and might even call in a pack of wolves to hunt prey or villains. These aren't limits or denials of the abilities of other critters. They are guides for you to focus the fiction.

Your particular animal companion's strengths are the guide to it's nature. Is your bear Burly and Intimidating, or Huge and Ferocious, or Calm with Keen Senses? NPCs are going to react to those tags very differently. The way the player narrates the fiction for their beast should change, too.

Hack and Slash, as written, is a tough case because, for example, a bear companion would seem to be stronger than most Rangers. Of course it is, and it can perform feats of strength and weight, as needed, in the fiction. But for dealing damage, the character's Strength and Damage and the Companion stats you chose are the measure of the class's mechanical effects in different situations, not a simulation of it's realistic benefits. All the realism or fantasy you want in your game happens in the fiction. If there are significant complications or issues you have, and that fit with the DM's AGENDA, turn them into adventures. What DOES a ranger do when his/her bear wants to hibernate? Find a potion to help? Grab a blanket and take a long nap? Or train it to resist the urge? That's for DM and player to decide, right? And if it doesn't sound fun or suggest some wondrous adventure, how about just letting it go?

I really enjoy running DW, but I agree some things could be clearer. In general I take some of the rules as a source of inspiration rather than clarity. And I'd mention again, that screen time is an important balancing factor for characters who can literally be in two places at once, more or less.

I'm burnt from DunDraCon. Happy dungeon-eering.

11
Dungeon World / Re: Black Tide AP with 2d6 Harm rules and Diablo classes
« on: December 19, 2012, 03:04:27 PM »
Wow, very cool to read an AP of my scenario. That sounds like it was a fun game. All your choices are interesting. I like that the scenario is vague enough that you can fit it into an existing world and make it work for your party.

When I ran it recently, here were some variations from what you did:

The local lordling was mostly powerless against the Templars. The party was tempted to deal with them, but felt they were a distraction from the main goal. The paladin in the group swore to the Templar leader that he would solve the mystery by sundown.

The primary foes were goblins. I made the old mine into a full on goblin hive, swarming with them. Ducat was there and in charge, but the heroes got to him before the final sacrifice was captured, thus averting the Black Tide. In the end, the paladin headed back to town with the missing children while the rest of the party headed for the entrance to the treasure chamber. The mountain was close to collapse.

I really like what you did with the warlock and the vomiting zombie and all that. Very colorful. I'm totally stealing that when I run this again. I'll have to take a closer look at the alternative damage rules. I'm still getting used to the rules as written.

Thanks!

12
Monster of the Week / Monster of the Week on Infrno.net
« on: December 19, 2012, 01:12:27 PM »
Greetings, monster lovers.

I'll be running a game of Monster of the Week on Infrno.net this Friday at 7pm California time.

What the hell is Infrno? Infrno (no E) is a virtual table top (VTT) created by some very cool dudes. We use Skype for voice. The die roller is built into the VTT. It's not the same as a face to face game, but the advantage is that people from all over the world can connect and play RPGs from the comfort of a computer chair. I've run MotW on Infrno before, and it works great for up to four players.

Also, Infrno has a social network aspect and calendar so you can make friends, schedule games that appear on the public calendar, and even grant achievements to folks who play in your games.

If anyone is intrigued but can't make Friday night, drop me a line and we'll set up another game at a better time. I have some time off coming up and would love to run more games.

Cheers!

13
Monster of the Week / Play Report: Pest Control
« on: December 05, 2012, 03:23:35 AM »
Our main game right now is Weird Wars, but I've been itching to run some new games for my friends. Monster of the Week hits just the right spot between genres and game styles.

Tonight I ran the adventure Pest Control, a mystery involving a "haunted" factory. The team was Agent Morneau (professional), Shotgun Suzie (spooky), Godfrey Gutenburg (slayer with giant machete), and Imhotep the ever-lovin' MUMMY!

Imhotep and Godfrey were both romantically interested in Suzie, whom Imhotep declared to be his Anck Su Namun. Morneau was Godfrey's mentor, and was the agent who recruited the rest of the team. I love how the Histories provide so much story. Especially with four players, there is a very rich batch of connections to draw on. The guys were laughing and having a great time with the schticks that came out of character creation.

Only one of these guys had experience with any of the AW system games, but the character pamphlets worked as intended. There were some issues with the way the moves spread out over the pages and columns, but everybody figured it out.
 
I warned them before the game that they would need to research to be successful. Everyone was generous with Highlights. I really wanted people to get experience and earn advances, so I just piled on. That worked well. It's surprising and fun to get a cool advance in the middle of a game session.

The hook is a phone call from Godfrey's mother. She tells him his aunt says the factory she works in is haunted. There have been some accidents.

So the agent, the chosen, the spooky, and the ever-lovin' MUMMY get in the van and start asking questions. The game was hilarious. My buddy Jeff was having a great time playing the mummy and proclaiming his godhood, while still basically cooperating with the group. Basically there was an extra monster in the story who was nominally on their side. They tried to keep the mummy in the van, but he kept wandering out and following them to make demands, etc. The professional was sort of a crumpled investigator, not a suave agent. It's impossible to convey the hilarity that ensued. There was investigation, trial and error, mass panic. Multiple limbs were lost.

There was one round of PVP. Imhotep and Godfrey fought briefly over an insult to Suzie, but the Chosen had just purchased Invulnerability. Imhotep attacked with his super strength, rolling an 8. He wasn't using a weapon, so all his damage was absorbed by Godfrey's invulnerability. On the other hand, by virtue of the system, Godfrey got to strike back with his superior weapon. Imhotep had no armor. Ouch. Each character got to narrate something cool. It didn't work out for the mummy so he figured out a different way to cause mayhem. All good.

In the end, the agent finally succeeded at some Investigation with the right supporting evidence to figure out the creature's weakness, just as the rest of the party was to the point where they could see it (it was invisible mostly). Imhotep tried to strike a bargain with the creature but ultimately it was too egotistical to serve him. It took a tag team of attacks all at once, but they brought the critter down.

I had some problems coming up with mixed results, particularly spell glitches. It would be helpful to have the gear tags on the Keeper Reference somehow. I should have used some index cards to remember a couple of ongoing items, but overall it flowed really well and we had a really fun night of joking around and playing Monster of the Week. I could certainly imagine more serious games, and look forward to that. But this bunch is really funny, so I was happy to facilitate a game that let that happen more than our tense, tactical games do. Tonight, the game really was a conversation.

I'd be happy to share the scenario if anyone is interested.

Cheers.

14
Dungeon World / Re: Mounted combat!
« on: November 26, 2012, 02:38:19 AM »
So, if a player chooses a character whose mount is central to the identity, then that player wants to kick ass with their cool beast. In my experience, GMs who allow that sort of character should be prepared to give them awesome stuff to do on their mount, or at least the opportunity. Generally a charge is a once per combat opportunity, and ought to tend toward awesome. With that in mind...


MOUNTED COMBAT
When charging into combat on a mount, roll +Str.
On a 10+ deal damage +1d6.
On a 7-9 deal damage +1d6 and choose 1:
-   Your lance shatters or is otherwise stripped from you temporarily.
-   You lose your shield or helm in the furious clash.
-   Your target deals damage.
On a 6- don't be too dismayed by your GMs evil grin.

JOUSTING
When competing in a joust, roll +Str.
On a 10+ you unseat your foe. The crowd cheers for thee.
On a 7-9 choose 1 and continue the joust:
-   Your lance shatters. The crowd oohs and ahs.
-   You lose your shield or helm in the furious clash. The crowd gasps.
-   Your enemy is untouched and enjoys the adoration of the masses.
On a 6- you are unseated. You lose. The crowd cheers your vanquisher.

15
Dungeon World / Re: Need readers/testers for DW scenario The Black Tide
« on: November 19, 2012, 02:50:25 AM »
Well, heck. Here it is. Feedback appreciated. If anyone feels violated, just let me know. =)

http://dl.dropbox.com/u/37403859/The%20Black%20Tide.pdf

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