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Messages - Joao

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AW:Dark Age / Re: Fronts?
« on: September 03, 2014, 09:49:03 PM »
Prepare for Whats Coming.

AW:Dark Age / Re: The New Stats
« on: March 25, 2014, 04:02:40 PM »
It will be an interesting new experience, I am sure of that!

AW:Dark Age / Re: Videography / bibliography
« on: March 18, 2014, 08:58:19 AM »
The Enemy of Man (inspired by The Scotish Play, currently being kickstarted):

The War Lord, the 1965 Movie starring Charlton Heston, about a War Lord (knight) on a Border Frontier, torn apart between vassal obligations to his duke and love for a local pagan girl, including old gods and mores, a christian priest, a War Herald's lieutenant and notable followers, a frisian raiders front, ransoms and some kind of home front included:

John Boorman Excalibur: danger, tragedy, magic, mist and prophecy, knights, warlords, kings, druids and witches, a sword and the quest for the grail the best version of the Matter of Britain in film:

AW:Dark Age / Re: Maps/Holdings
« on: March 13, 2014, 02:49:14 PM »
What part of the MC advice needs clarification for you? What steps do you need help with?

The map is yours as MC to make. After everybody’s made and introduced their characters, have them go through their holdings and introduce them to you. Sketch a first map.

Land & Vassals
Include everyone’s holdings, with population numbers. Distort the map’s scale and level of detail as you need.
Brainstorm with the players the relationships between the characters’ various holdings.
Interests & Ventures
Include all the ventures that fit on the map. List the rest in their appropriate margins.
Coherent Contrasts
Incorporate the players’ material and build it up with your own additions to be full of coherent contrasts and tenuous, untenable situations.

I would badly need advice on the part where the MC is going to add to player's holdings. The build it up with your own additions part.

How many and which of my own additions are we talking about? Can I get guidelines, a list to choose or inspire me further?

How do I (the MC) tally the Approximate Total Population vs. the Holding & Interest Population.

I expect the later to be easy, I have no clue about the former. As such, any guidelines that can be provided before-hand will be helpful.

I intend to play-test the 1st look rules this weekend, just because I have a chance to play and I'm eager to try it before the end of the month.

I sadly know Vincent isn't requiring more feedback on these soon to be old iteration of rules, just lets see what happens.

Anyway, any directions you can give before the weekend will be well appreciated.

AW:Dark Age / Re: Harm and Going into Battle
« on: March 06, 2014, 02:47:29 PM »

Superb replies. I got it better now.

Thank you Adams and Vincent.

AW:Dark Age / Re: Harm and Going into Battle
« on: March 06, 2014, 01:31:09 PM »
Thanks Adam and Vincent, for your replies.

First, consider I have no real experience with AW other than reading.

I think I understand moves don't do harm. weapons and stuff do them as established in the fiction.

Sometimes, not always, moves can help adjudicate how much harm is being dealt or exchanged in any given situation.

Is that correct?

In order to better clarify my doubts I will put into consideration 4 situations:

Our Outlaw Heir's (lets call him Rossyll Crow) weapon of choice is the Long Bow (does 4-harm, at distance):

a) He is pulling his bow at some men-at-arms (with only melee weapons) charging at him from 50 yards, across the bridge. They are but seconds away. How many arrows will land true before they arrive?

b) He is pulling his bow at some men-at-arms trying to kill him, but they are crossing a ford from the other side, that will probably take a few minutes from them to cross to this side.

c) He is pulling his bow at a some men-at-arms coming to arrest him, but our hero can shoot safely from a tall tower window, which iron locked door is not readily accessible  to his foes. They have a choice to try to force the entrance, which can take a long time, or run to the forest cover, which is half a mile away. It was a trap!

d) he is pulling his bow against a few men-at-arms which are already engaging him in melee. Our friend's Rossyll´s Fate isn't looking all that bright. I hope he still have more to do before he dies. 

How do we adjudicate those? Which moves apply, if any?

If they'll let you, you should hang out at range and shoot arrows at them all the rest of the day.

Yes that seems fair enough, but how to determine the damage, or even if they hit at all? It's still going into battle with no harm as established from the NPC?

AW:Dark Age / Re: Harm and Going into Battle
« on: March 06, 2014, 12:30:49 PM »
Just for presenting a different view, one of the things I liked a lot when reading the text was the way damage and armor were presented. I like how limited they apparently are. I can´t wait to play test it as it is. This opinion subject to play test, as all.

I liked specially  that most weapons do more or less the same damage (4), as it makes the choice of weaponry more into the player's fictional head-space and not the meta-gaming (I thought maybe a great sword could do a little more (5) - at the expense of precluding shields being used, I don´t know). After all, a piece of steel buried in your flesh is a piece of steel buried in your flesh.

I don't fully understand  how to use the long bow "tag" at range, and which move applies to dealing damage - I can see some instances where you are holding steady to launch that arrow, other situations seem more a special case of going into battle. Other cases I really don't know. Maybe this should need to be addressed down the road.

As written, I liked the way damage is dealt and absorbed in this game. I like how smart the base armor caps at 3 and base damage is commonly 4. And how this interacts with go into battle and other specially moves.

A fully armored knight in horseback will always trump an unarmored serf, as it should be.

And  battles between armored knights could drawn long, as it should fit the fiction, and when you are bored you can always use the non-harm options from the go into battle move. Even so, I can see that even a 3-armoured warrior is not invencible, specially in a 6- result, as long as most weapons do 4 damage (I believe in a 6- move the MC can turn their move around on them, inflicting possibily terrible harm (+1) on the acting player, and use other options on top (notably disarm and drive your enemy decisively back.

I really feel, from what I read, that when Going into Battle the choices are simple and easy to incorporate into the narrative, without disrupting the flow of narration from a character's point of view (i.e. I envision that will be easy to narrate personal combat maintaining a lot of actor's stance - preserving that elusive thing called immersion - this is a major buy in for most of my players).

Only when the character reaches hard +5, the there could possibly be a design problem, regarding convergence with mechanics and possible fictional outcomes (as a 6- result becomes impossible - looking at you War-herald, Outlaw Heir, possibly Champion of Sword). 

What I don't know is if that's by design choice.  If not intended, there are ways around it. I trust Vincent design skills more than anyone else's. I know he will know how to achieve his vision based on feedback given.

AW:Dark Age / Re: Rank
« on: March 06, 2014, 09:56:51 AM »

I think the choice its already an opportunity. At least (but not the least) from a fiction POV.

Maybe it's an opportunity to have less things to manage, or to have a less stake on the world, maybe to become part of someone else's retinue (someone elese  with more responsabilities and political ambitions) or just to play different kinds of stories. Or the same kind from a different perspective.

With great rank comes great responsability and sometimes you will want to play the peasant hero, or the guy from below, the one not favoured by society.

Why would you that? That's what I'm eager to find out while playing!

AW:Dark Age / Re: Another 'First Thoughts' Topic
« on: March 03, 2014, 07:12:35 PM »
In love with what I am reading so far.

This new game is shapping to be definitely its own beast, not just an AW Hack.

It evokes a distinct feeling already. One that I can sell my group easier than AW.

That said, I also think Cool and Hot are not evocative enough of the setting.

I believe that Cold and Fiery could eventually make decent substitutes.

The Dragon Killer / Re: Where is the Dragon Killer?
« on: November 23, 2010, 10:28:52 AM »
I am eagerly waiting for this hack since it was announced to and would love to know some news on this front.

Is it still among your current priorities, Vincent? Or being currently relegated by other projects (Storming the Wizard's Towers, a break from design, etc)?

Anything at all that you can share with us?



brainstorming & development / Re: World of Conan - Available Now!
« on: November 23, 2010, 10:18:07 AM »
By Crom, what a nice and sweet hack you've got there. Thanks for sharing!

Its possible for someone to produce some kind of character sheets for it?

For now I just have some questions - just by reading, note - regarding the move "give yourself over to the inexorable urgings of your blood": what does this really mean, and what are you trying to acomplish?

Is there any reason as for why certain character types (e.g. Sorcerer) are better at "giving themselves over" than others (e.g. Barbarian), as it is based in the Weird Stat? What does the  Weird Stat means in this context?

What is the meaning of "in a hit you hold yourself in check"? That means that you control your nature? Or that you let yourself be overcome by it?

What do the bonuses (spending hold) mean fictionally? how to describe it? How is this correlated to having a high weird?

Thanks again for such an inspirational hack.

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