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Topics - Golux

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AW:Dark Age / Rights as interpretation
« on: September 15, 2014, 08:15:22 AM »
This happened in our last game.

Our keep liege has these rights:

You have the right to impose law on the villages under the stronghold’s protection.

You are a legal heir to a crown. Upon its fall, you have the right to contend with your fellow heirs to claim its
inheritance.

You have the right to give justice to the people within your holding and your protection.


At the end of the heated battle the King of Emory (the king of the lands our Liege is heir to) is set upon by two of our PC's.  The Keep Liege and the Troll-Killer both approached the king and wanted single combat with him.  I gave initiative to the Troll-Killer.  The Keep Liege declared her rights denied.  She had the ability to impose law here and this was the crown that was hers by right.  The Troll-Killer acquiesced after her heartfelt speech and let her join in single combat with the (soon to be ex) King.

Technically.  She had no right to challenge someone to single combat. She had no right to kill a king.  This was either an implied right that her other rights gave her, or it was a right she just didn't have.

I don't think as MC the principles would allow me to say, "You don't have that right."  I believe this would be wrong on a fundamental level.  If a player believes that logically they have this right as justly follows from some other right then it would be poor form of ANY MC to stand up and say, "NUH UH!"  Any arguments the players have can happen in character and be AWESOME! I'm a fan of THAT.

It certainly needs to be open information known to ALL players what rights the player ACTUALLY has.  Arguments can flow from that.  I don't think it's up to the MC to tell a player if they can or can't trigger that move.  It makes it a very unique move in that the MC doesn't have ANYTHING to do with it.  The players trigger, enact and resolve the action without any MC interference.

Let the eruptions of gamer angst begin!

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AW:Dark Age / The upcoming battle! THE RED DAWN RISES!
« on: September 09, 2014, 03:25:23 AM »
For my AW:DA session this week there is going to be war.  Here is what I see is coming and I'm not sure what to do.

There will be at least 4 war parties.

Due to racial tensions I do not see this going away. (Racism is a very prominent theme in our game.)

War party 1 will be lead by the Keep Leige.

War party 2 will be lead by the Sardian Troll-killer. 

War party 3 will be lead by the Roain Horselord/Dragon Herald.

War party 4 will be the baddies lead by Lord Emory.  The other three are possibly allied and all PC's.


War party 1 will fight from the stronghold.

War party 2 will PROBABLY fight from the stronghold but might go do something crazy. They are also pretty downtrodden by war party 1's people so they MIGHT change sides mid battle.

War party 3's father is in war party 4 and has summoned his son to change sides and fight along side his father.

So... I'm going to stress test the battle rules. 

What should I do with forces that join together?

What should I do if they decide to defect?

I have a few days till the game so I'm open to ideas.

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AW:Dark Age / Playtest from Tucson Az
« on: September 06, 2014, 02:44:41 AM »
This is our second attempt at running AW: Dark Age.  Our previous run went REALLY well and was done with the first ed playtest of AW: Dark Age so I'll probably be referring to that.

Stronghold

I gave the group the Stronghold sheet and had them get to work.  They did their thing and the only hiccup was the armory stat which confused us at the bottom where it says 10/20/60.  I get it now but at the time we didn't know if it was a legend for the other two dot options or something else.  I think we were thrown off by two dot costs.

Otherwise we came up with the Rosewood Stronghold that uses the old Empires Laws and holds within it's walls a monastic/scholarly order dedicated to enlightenment.

People

I didn't know exactly how to go about this so I had players each take a people half sheet and make their own people.  We ended up with:

The Solar:  The order of monks/scholars who lived in the stronghold.

The Roain:  A soldierly horseman bunch that is dedicated to the defense of the land.

The Sardian:  An old people originally displaced by the Old Empire and forced to become nomads.  They now no longer have a home and are reviled as thieves and lesser people.

The Braden:  A farmers known for their hard work ethic and loyalty.

The Yew Bow:  A group of hunters that live off the land.  They are the decedents of the people conquered by the Old Empire in this area. 

Overall this worked out well and I like the diversity of people we get from this.  I think however some kind of distinction between groups of people and the way they are settled around here.  I think I would want to create the peoples and their stats but forego the number of households and warriors at this time.  I like them as a description of peoples but setting the number feld a little strange.  Later when I wanted to use the people in other areas and other lands it felt awkward using a large group of the Roain being conscripted into another army up north when they were described as 16 warriors in 16 houses earlier.

Language caused a bit of discussion because we didn't like the words for languages we knew.  (English, Arabic, etc.)  We called the common tongue Imperial and made up languages for the people if they had them.  We didn't want the nationalities of this world to interfere with the peoples we had created.

Playbooks

Everything went very well here.  We found books we liked and got to work.  We had:

Dragon Herald: Roain son (black sheep) of the current ruler of the roain living near Rosewood Stronghold and sworn to defend them.

The Keep Leige: Solar nobility and heir to the throne in these parts by the old laws.

The Trollkiller: Sardian mercenary leader who has been living in Rosewood for a time despite the difficulty in the area.

The Blacksmith: Solar head of the metalworkers and person of import within the Solar.

I made each sheet double sided with the playbook on one side and the other side having the Household and Belongings on the other side for each player to fill out.  Not sure if that's what was intended but I DO AS I PLEASE!  Everything worked out great.

Some of my players enjoy my standard GM fuckery and took Ugly secrets or debts for their household items.  (I've trained them well.)

After this we were all sad with no Hx or Debts to go around the table so I pretty much just did it on the fly asking questions and making players point to each other to answer questions.  This did ok in a pinch but I think my players were sad they didn't have real Hx questions or something like that.

Play

Our play was pretty varied.  We got most of the basic moves out of the first session.  We stumbled a little over the difference between and the best times to use Size Someone Up or Win Someone Over.  We're good now.  Just so you know it was a little stumble. 

We had one single combat.  It went fantastically and felt REALLY good. 

One player called on the aid of the gods and it was a good time for all.

Several Leap into action rolls.  They all worked very well.  It's a fantastic physical move with great options for a lot of different situations.

We had a player denied their right and declared the gods outraged by the offence.  I backed it up with a roll of thunder in the background.  Not sure if I went too far on that one...

No one mustered any soldiers this game but I promise that the next session will bring war. 

RP Highlights

My best moment was in the opening.  Last season the leader of the Solar Order had died and a new member of the Solar should take his place.  The Blacksmith rolled to win over the group and asked what she could do to get the seat over Joran (the next up for the seat.)  I told her she could easily take the seat from him if she publicly revealed that he had a Sardian lover and that no leader of the Solar should debase themselves thus.  I made her a racist!  YAY!  Racism is a big thing in this game. It's been very interesting.

The session opened for the Dragon Herald with two of his soldiers coming home from finding an abandoned battlefield each one wanting credit for finding the valley.  He sent them back with a quest to find the finest item from the battlefield and return.  The one with the best find would gain the honor of finding the valley.  Super cool solution.  They brought him a magical sword. 

We had plenty more... but those were fun little highlights!

Thanks for letting us play!

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