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Messages - robb

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1
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

2
Freebooting Venus / Sword-binding wording
« on: December 02, 2015, 08:08:51 AM »
Hi

going to play tonight, exciting!
Anyway while re-reading the rules I noticed in the description of sword-binding it says:
"When you catch your enemy’s weapon with
your own, you can both judge how your opponent is about to move
and also redirect your opponent’s strength."
IMO this would be clearer if you reversed the order of the words both and and judge as it currently reads, to me, as if both you and your opponent get these advantages.
ie
When you catch your enemy’s weapon with
your own, you can judge *both* how your opponent is about to move
and also redirect your opponent’s strength.

More feedback from the table later.

rgds
rob

3
AW:Dark Age / Re: When you use something...
« on: March 06, 2014, 12:04:08 PM »

I may decide to take the XP checkboxes away from notable followers, stat substitution moves, and some other things, but I'll need to play a bunch myself and watch what happens before I decide. For this document, everything got one.

FWIW I like the checkboxes on the followers, it encourages the players to (re-)incorporate them into the fiction.
rgds
rob

4
AW:Dark Age / First playtest in Ireland
« on: March 06, 2014, 11:50:39 AM »
Hi there,

some quick comments from a 1st playtest in Ireland. We had a trollslayer (sorry! :-), dragonherald and outlaw heir.

We made the mistake of assuming that the Outlaw heir actually had his rights so he is an Earl opposed to the king (his uncle) and controls a population of 23,000. Oops!

Questions
* Unsure if fortunes should be rolled for at session start, we didn't as the players felt we had enough to go with.
* Should it be suggested to create a genealogy for each player? Eg I wish I had asked each "What is your bloodline?" or somesuch.

Issues
* Harder than AW to zoom in on what the PCs needed in terms of NPCs/resources as we spent so much brain-power on the map (which was mega-fun). This resulted in less NPC triangles . Bad MC Rob!
* Players didn't feel that Take stock/Take bearings had strong enough fictional triggers to tell which one was being used. Instead they started to reverse engineer the move from the question lists depending on which ones they wanted to ask
* My map ended up poor in sites/regions relevant to the Religion of the Empire as the players all allied themselves with the old ways and Christos was the main opposition.
* Need a name-list, pref segregated into 3 cultures based on the religions so you can instantly assume which side someone is on (rightly or wrongly)
EDIT: * Everyone felt that being higher rank was simply better and would prefer more inducements to take low rank

Everyone loved
* XP
* playbooks

Best moment:
When the dragonherald tried to sacrifice a monk of bloodless X, found his skin invulnerable to weapons and the Troll-killer said "does anyone else have a sharp sword of good iron that may spill the blood of any mortal being?". The looks from the other players were hilarious!

rgds
rob

5
AW:Dark Age / Re: First Thoughts
« on: March 05, 2014, 07:06:55 AM »
My first thoughts:
* lots to like mechanically in harm, move tweaks, xp etc
* I dislike the fact that it cleaves so close to a historical post-roman Britain and then adds a bunch of wildly anachronistic things like long-bows. This is my problem.
* I don't see the value of having so much "common knowledge" ie everything from "Technology & Daily Life" onwards. We can invent our own faux medieval/DA stuff at the table easily so why have so much foisted upon us? (Obviously there is value in the rank, religions and genealogy sections though).
* the army numbers are a bit high IMO (even for medieval), there is a famous Saxon law about up to 7 men being thieves, 7-30/35 being a band/bandits and 30/35+ being an army!
* agree that +1 forwards can be boring
* would like a bit more guidance on the map (like AW resources) eg it would be useful to have specific prompts to ensure  religion, ranks and genealogy are placed on the map in some fashion. NB I've not played yet so maybe the playbooks drive it enough. But I'm talking about some supports for the MC to ensure this gets drawn out.
* the wardrobe section of the playbook would IMO be better as a more square shape so you could do a character portrait there if you wished

Will play tonight!

6
The Regiment / Re: Alpha 2.0 feedback
« on: October 30, 2012, 01:20:23 PM »
Hi

so I finally ran my long threatened Regiment playtest using a Traveller mercs setting. I used the old amber zone "Soft Bunk or what to do when the Zhos attack" as the setup.
The players unit was hired to train a militia on a sparsely populated world just outside the imperial border. They were experiencing problems with the local wildlife. However after 2 weeks of basic training with the militia, the 5th frontier war breaks out and a Zho colonial force is dropped to pacify the dirtball world. Players are imperial citizens and outside the protection of the normal mercenary "rules of war", the local council issues one last order to resist/harass the invaders and...

To be honest I wasn't super happy with the session we played (approx 4 hours including breaks). Part of this was my fault as I was not really familiar with the alpha2 release but I thought there was no point in running it under alpha 1. Also it is the first time I've actually played and teasing out the differences between AW and the Regiment slowed us down a bit. Another problem is that I'm not used to having a longer slot to play any more and so I didn't aggressively scene frame as I might normally.

None the less:

* Not rolling +battle for attacking seemed wierd
* tactics seemed v important as assessing the situation and manoeuvering seemed to be the most vital moves (to us)
* I really liked the v1 map-making read the sitch moves...
* Too much accounting when units of different sizes meet: we had a company fight a platoon (of which the players formed one squad) and whereas stepping up/down the VoF works fine, what actually happens when those hits strike home seems to not scale ie squad fires at platoon => the platoon has 40 guys => 80 boxes of hits (120 if elite) ... too much. When taking a +/- to VoF due to relative unit sizes your hits should scale ie 4 hits = really bad (because you have already paid the penalty in terms of VoF scaling). If you are forced to actually multiply things out then yeuch.
AW gang combat already does this. Classic Trav Bk4 Mercenary abstract combat system does this via %age losses.
* really liked the sniper moves
* really liked the unit sheet
* operational moves worked ok but still issues with player intent not lining up with list of options eg basic scouting - does it require initiative or tactical position to "get what you want"?

In general the alpha 2 seems a bit more confusing than the alpha 1 - bonds missing, regiment playsheet missing.

I'm sure I messed up the rules, sorry for rambling so much.

7
brainstorming & development / Traveller World hack
« on: August 30, 2012, 08:38:50 PM »
Hi

I recently put together a hack for playing AW-style sci-fi games set in the Traveller universe. It is based on the core of Classic Traveller (books 1-3 with a little bit of book 4) and importantly is not tied to the official Traveller universe but instead embraces the original wide-open Traveller feel with hints of background but few details (ask questions!). Of course this is still compatible with the OTU if you wish.

Below you will find a download of an alpha version that gives you the six basic playbooks, basic + peripheral moves and referee resources like patron mission generators, starship gigs, threats and conversion notes for using Classic Traveller game material. It is deliberately close to AW rather than a whole new thing.
   
http://www.iworg.com/files/Traveller_World_AlphaV1.03.pdf

This work was done with encouragement and support over on story games.

rgds
rob

8
The Regiment / Re: The Regiment Alpha Playtest Kit 1.0
« on: April 18, 2012, 10:37:45 AM »
Hi Paul

thanks

Re: soldier
- Does that mean multiple players can have this playbook? (ie unlike AW)

rgds
rob

9
The Regiment / Re: The Regiment Alpha Playtest Kit 1.0
« on: April 17, 2012, 06:37:14 PM »
Hi

just downloaded the kit. Looks great. We are currently playing a story-centric Traveller Mercenary campaign using Bk4 and Mythic GME - would love to give it a whirl as "The Regiment". (a hack of a hack!)
Some questions/ideas:

* Is the soldier playbook too generic? ie should it be somehow split into FNGs, Loners, psychos, packrats, fixers, etc?

* In our campaign we play NCOs and junior/mid officers (but not the unit CO) and thus a large part of the command structure of our unit. I didn't see this listed as a mode of play but IMO it is a very natural one.

* civilians seem to be very low profile (except partisans), this may work for ww2 fiction but for many eras they may impinge more so maybe could provide some character options/hooks eg personal entanglements, contacts, ...

* suggest could have some downtime move for mercs to get a new job/ticket?

* in our campaign we've found media/PR to be an impt function of the (far future) merc unit. Obviously the current day has parallels with this too. This could be a new type or types of character but it also implies some inter-game move possibilities too - "manage coverage of past operation", etc

* vehicles should be vulnerable to small arms suppressive fire (esp APCs, half-tracks etc) I'm not sure if the current rules allow this. (I recall something about AP being required. I may be mis-remembering)

* should Molotov cocktails be AP?

* the vehicle stats make me a bit nervous that they are "too much" for narrative purposes, but we'll see what happens in actual play.

Thanks for your work on this.

rgds
rob

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