Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - coyotegrey

Pages: [1] 2
AW:Dark Age / Re: My first map
« on: March 18, 2014, 09:59:52 AM »
Oh, yeah.

I placed a front with some bandits at the volcano Neverskye. They had killed some of the dragon-herald's followers, taken a horn of waking, and left the most loyal follower half dead. A front.

So the dragon-herald charged up there, had a glorious battle, converted the surviving bandits (followers of the old blood), and took the horn back. I vaguely had the idea that the dragon she could wake would actually be out at sea on an island (where I drew the skull), but she had earned enough experience to pick a move and she chose to wake the dragon right then. So she climbed to the top of the volcano and blew the horn. And the dragon awoke from within the lava.

Worked out great.

AW:Dark Age / Re: First thoughts
« on: March 17, 2014, 10:07:35 AM »
We played a second session, which led to more political intrigue, some follower on bandit combat, more experience, purchasing moves, and wakening a dragon! It was a lot of fun. The moves took a little getting used to, mostly in the form of stuff that wasn't really available in the form of basic moves. Like no seduction. The way manipulation works and threats. Just different, but I thought good different because to me it shows what kind of character you are playing.

- XP is all over the sheet. Hard to see what is checked off and where to check. Hard to count and hard to erase and know you are not "cheating". The way it works is cool, just how it is organized on the sheet and how you track it is bad.
- The weapons and armor seem a little off at times, but I'm not sure. For example, standard warriors with helms, armor and shields (3 armor) charging archers (3 harm) will take no losses. I guess on a miss they could. It feels like they should have to make a shield wall or something for -1 harm. :)

AW:Dark Age / My first map
« on: March 17, 2014, 08:13:29 AM »
After a couple sessions, this is what our map looks like. Let me know if you can't read my scratch.

This is from just one character and her holdings and followers and such. I followed the instructions on the sheet, but took the liberty to add as many details as I want. I use the map to note down fronts I am loosely planning as I announce future badness (without the rules yet).

AW:Dark Age / Re: Maps/Holdings
« on: March 14, 2014, 05:20:16 PM »
Some guidelines would be helpful for "eyeballing" the population. Like, are we talking realistic medieval populations or bigger fantasy style numbers? It's better decided at the table, maybe, but it's be cool to have some guidleines. Like, "a Hamlet has 30-100 people in it. A Village might have 100-250..." and so on. Some ideas on the how big the map should be and what effect thar might have on your game, too.

I suspect that this is stuff that will come out during playtesting.

I'd love some guidelines as well. I still haven't penciled in the population of the main city on our map. There's some logic behind the numbers on the sheets and I'd like to fit in with that, but eyeballing them is weird. A simple example would be cool.

I'm also wondering how populations change over time. Like the dragon-herald starts with 30 followers. Some guidelines for expected deaths and additions would be cool, but I can also wing that I guess. Like you know, picking up a slave army of 5000 or so.... :) I'd even kind of like a sub-system for building your army/empire. Or building back up your town after a plague. That could be fun play, but I don't know if it's intended.

AW:Dark Age / Re: Maps/Holdings
« on: March 14, 2014, 08:52:30 AM »
I added stuff that came up as I asked questions. Like a city that the estate of a character was in. And then as we played and stuff came up, I drew that too. And I doodled land details for terrain that I wanted, like hills and a volcano for a dragon rumor to lead to the chance for the dragon-herald to wake the dragon. And roads, just to make sense.

I plan on adding some water next time so I can do some viking raiding. :)

AW:Dark Age / Re: First thoughts
« on: March 10, 2014, 04:17:49 PM »
I know a new and more terrible version is coming, but we played some over the weekend. Not much, mostly just a first session. I drew a map that I'll try to scan in later. There was 1 PC, a Dragon-Herald who was very much in the Daenerys mold. Some feedback:
- It would be nice to have somewhere to record genealogy (old blood, blood of eagles, etc.)
- Character creation was challenging. The concept really took awhile to come together and kind of pushed the player to create a lot of the setting. I helped with a lot of, "well, it could be like this..."
- I had to create a lot of names. We both did. For fantasy this is kind of hard, and prone to be cheesy or lame. At least that's me. I used your character name advice for everything. Going forward I think I'll pick some real world cultures as the basis for each background and then shift letters (roman for the empire, celtic for old blood, etc.).
- Once we began I was kind of lost, so I started with the old standby from Apocalypse World of following her through a typical day. That was hard with an unknown fantasy world. But it helped flesh out the world some more. I was still left hanging with nothing really going on, so I fell back on the old bangs technique and invented some on the spot. An argument between 2 followers that comes to blood. Who to support? A follower who appears injured. A summons from the local ruler. (She picked an estate in someone else's city.)
- I invented more details around the ranks, but it would be cool to have some of that fleshed out with suggestions. Like knight > baron > duke > earl > prince > king. Or whatever. Anything I don't have to take notes on. :)
- Speaking of notes, I'm sure you will have somewhere to record NPCs in like a journal or something like the map.

AW:Dark Age / Generic fantasy
« on: March 06, 2014, 07:58:44 AM »
I was going to post this under my first thoughts, but I think it deserves its own topic. Despite the implied setting, I think Dark Age may just be my go to game in the future for generic fantasy. I say generic fantasy meaning I can use it to run my own setting. It feels really easy to customize to the types of fantasy I like to run, whereas Dungeon World has been giving me headaches.

Now for my playtest I'm struggling not to change anything so we get a vanilla experience. (Add in some black powder and ship combat for piracy/raiding. Make it a bit more Black Flags-ish. Nothing too major.)

AW:Dark Age / Re: Hold Steady
« on: March 06, 2014, 07:51:07 AM »
The misses in the basic moves still blow my mind. In a good way. They are really fail forward.

AW:Dark Age / Re: First thoughts
« on: March 05, 2014, 03:01:50 PM »
That makes more sense! Personally, I would still choose something else, but I like it more understanding where it comes from. Maybe if you inserted something in the text that explains the origin.

AW:Dark Age / First thoughts
« on: March 05, 2014, 08:00:25 AM »
I've read through the playbooks and rules a few times, and am planning on running a game this weekend. It will probably be for a single player which will be interesting...

Anyways, I'm still studying, but here's what's stood out so far:
- It took me a while to really get to the core of what each playbook is and I'm not sure I still really get each one for sure. I think I do after studying every facet of their books, but not sure. I think Apocalypse World walked a line between mystery and clarity on each playbook that was just on the edge of enough familiarity, whereas so far I'm a little bit too much in the mystery column.
- Wicker-wise. I don't like the term. Love the playbook. This might go back to too much mystery. I'm sure it makes sense to some folks. To me it conjures wicker man and maybe wicker patterns, but doesn't really sell me on what the character is or make me want to play it at first glance. And sounds silly.
- Love the Fates. Said that elsewhere. Can't say it enough. I really like how they work into moves and how they fold neatly into the fiction. I love the Fate move of Outlaw Heir. Not sure how often it will come up in play, but it just reads cool. (I may play one just to take that move and try it.)
- I find the way battle has been reworked really interesting. My reading is, depending on the fiction of course, everyone takes their harm when they enter battle. Even if you miss. And then you still get to choose 1 on a miss. My assumption has been that Apocalypse World was set up to make violence a bad choice. I.e. NPCs can pretty much always inflict harm in a conflict in base AW, but PCs can entirely miss. However in Dark Age violence looks like a much more viable choice. That makes it different.
- I really like the experience change on paper. Forces players to do different things. I will like to see how it works.
- Dragon-Herald: I think it's a cool playbook, but I should mention this is another playbook where I was left confused as to what it is exactly. And probably still am. At first I was thinking Skyrim and then it took me awhile to grasp that maybe it was more like Daenerys.
- I am interested to see how the politics and followers work out in game. That said, I think it would be interesting to have a sub-system for war or when your followers fight. I do like the holdings, bounties and wants and the seasons changing. That looks great.
- I like the brief setting, and it seems just enough.
- I like the way magic items are handled for the Troll-Killer. The way they may or may not be useful or magical. I think there's overall quite a lot of room to make the magic real or not. Like Vikings. I think that's a good tone to have.

That's all for now, but I'll post more as I think of them and report back on how the playtest goes.

AW:Dark Age / Re: First Thoughts: Fates
« on: March 03, 2014, 03:16:37 PM »
I feel like I should say something more helpful than what has been said already, but all I have to say so far is that the Fates are indeed awesome. I think they are the best damage system I've seen. You must allow that they are only 10 minutes old in my head though.

I love the bit about living to see another sun rise and then crossing it off after you do. Feels like it will be very evocative in play. The monster is really good as well.

One question though, Why not phrase the non-player characters as first person? The monster seems like it should be, "I still survive, somehow."

Thanks man!

Added a couple more storybooks to the download:
- Hero storybook starring Scarecrow
- Magician storybook starring the Wizard

In honor of the movie hitting theaters, I put together a few Oz themed sheets for the ongoing Midsummer playtesting. These are roughs of the final treatment for the book, but with a few tweaks for Oz.

- Land of Oz realm book
- Prince storybook starring the Tin Woodman
- Princess storybook starring Dorothy Gale
- Villain storybook starring the Wicked Witch of the West
- Wild Animal storybook starring the Cowardly Lion

From the Land of Oz realm book:
"The collection of magical lands that Dorothy and others have visited over the years, as chronicled by the Royal Historian. Sometimes Oz is a deathless and idyllic realm created by fairies; other times Oz is fraught with danger and dastardly villains. It can be found over a rainbow, at the other side of a storm, or hidden somewhere just across the far horizon."

May have a few more to throw out over the course of the weekend.

Boon tokens can be spent to add 1 to a roll or subtract 1 from a roll. Your roll or another player's roll. Basically, they take the place of carrying +1 forward, as well as helping and interfering.

Here's the current list of basic moves.

Basic Moves (I want to...)
Every fairytale can use the following basic moves.

Perform a Feat of Fable (Perform)
When you Perform a Feat of Fable, trust to your luck in a situation, or attempt something legendary, roll the dice and add your Courage. On a 10+, you do it and gain 1 boon token. On a 7-9, you do it, but choose 1 cost:
  • you look foolish
  • you hesitate at a key moment
  • you only succeed by pure luck
  • you take 1 harm

Sidebar: Defending Against NPCs
When an NPC attacks you in some way, usually the narrator will give you a chance to react before the attack completes. They may say, “Hook points the wand at you and the tip starts to glow. What do you do?” At that point, any move that makes sense within the fiction is a valid response. The two most common moves used to respond are Perform a Feat of Fable and Strike A Blow. The former generally represents some sort of defense or dodge, while the latter represents trying to strike your opponent before they strike you.

Threaten Harm (Threaten)
When you Threaten Harm against an opponent, or attempt to throw your size around, roll the dice and add your Brawn. On a 10+, they must either decide to take their medicine or do what you want. On a 7-9, they must choose 1 of the following:
  • flee with their tail between their legs
  • find a hidey hole
  • offer you an easy bargain
  • throw down their arms
  • reveal a secret

Strike a Blow (Strike)
When you Strike a Blow against an opponent or group of opponents, roll the dice and add your Brawn. On 10+, you choose 3 results from the list below. On a 7-9, you choose 2 results from the list below. You can choose from the following results:
  • you steal something from them
  • you avoid serious harm
  • you inflict terrible harm
  • you stun them

Tell a Tall Tale (Trick)
When you Tell a Tall Tale to an opponent, engage in a battle of wits, or try to trick them, roll the dice and add your Cunning. On a 10+, your trick works. On a 7-9, you must provide them with some proof to make the trick work. Against PCs: On 10+, they also mark experience. On 7-9, they may mark experience to accept your trick.

Sidebar: Tricks
A good example of a trick is when the Evil Queen tricked Snow White into eating the poison apple. Snow White didn't trust the old peddler offering the apple, so the queen cut the apple in half and ate the white, non-poisonous part to show the princess that the apple was safe.

Ponder Fate (Ponder)
When you Ponder Fate, size up your opponent, or consult a source of lore, roll the dice and add your Wisdom. On a 10+, ask 3 questions of your opponent or the narrator. On a 7-9, ask 1 question of your opponent or the narrator. Gain 1 boon token when you act on the answer to one of your questions. You can ask the following questions:
  • which way should I go?
  • do you have a weakness?
  • who’s in control here?
  • where do I get it?
  • are you telling the truth?
  • what are you really feeling?
  • what do you intend to do?
  • what do you wish I would do?
  • how could I get you to believe my tale?

Live to Tell the Tale
When you want to Live to Tell the Tale, roll the dice and add your Popularity. On a 10+, you survive with one heart token remaining. On a 7-9, you survive and the narrator must choose whether you are merely unconscious, mostly dead, or lost. On a miss, you must choose a debility. If you have already received all of the debilities, you are dead. The available debilities are:
  • Shattered: -1 Courage
  • Crippled: -1 Brawn
  • Addled: -1 Cunning
  • Broken: -1 Wisdom

Special Moves
The following special moves may be available to fairytales, at the narrator’s discretion.

The narrator may allow you to make bargains with the following move. When you Bargain with another, roll the dice and add the value of your offer. On a 10+, you may strike an unequal bargain. On a 7-9, you must strike an easy bargain or they reject your offer. On a miss, they reject your offer. Against PCs: On a hit, they also mark experience. See the Bargains chapter for more information.

Cast a Spell
You only gain access to spells if it says so in your Storybook. When you want to Cast a Spell, roll the dice and add your Wisdom. On a 10+, your spell is cast and you gain 3 boon tokens. On a 7-9, your spell is cast and you gain 1 boon token.

If you have access to Cast a Spell, you also gain access to Counterspell. When you want to Counterspell magic cast against you or others, roll the dice and add your Wisdom. On a 10+, the spell is countered. On a 7-9, the spell is countered, but choose 1 cost:
  • the spell is redirected to a different target
  • the spell is only held at bay for a time
  • the spell takes on a different form
Against PCs: On a 10+, you also take 3 boon tokens from them. On a 7-9, you also take 1 boon token from them.

Test Fate
At the end of each session, roll the dice and add your Popularity. Unlike most rolls, you want to roll low. On a 10+, you must discard 1 magic item worth more than 1 wealth. On a 7-9, you must discard 1 magic item worth 3 wealth. On a miss, you can keep all your magic items. Signature items are never discarded.

Pages: [1] 2