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Topics - pseudoidiot

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other lumpley games / [AP] Psi*Run (first time)
« on: October 22, 2012, 05:54:07 PM »
I ran Psi*Run for the very first time last Wednesday. I just finished putting up part 1 of an AP for any that are interested in reading that sort of thing.

I really  had a fantastic time and can't wait to run again, or maybe even play some time.

http://derailedgaming.wordpress.com/2012/10/22/psirun-ap-part-1/

I should finish editing part 2 tomorrow sometime.

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other lumpley games / My first DitV Town - feedback please
« on: June 25, 2012, 07:36:34 PM »
I'm going to run DitV for an upcoming con in a couple weeks. Been trying to get a town fleshed out. I think I'm mostly with what I have at this point, but I'd like some opinions. Anything to help grab the PC's more or fill in any holes I've missed:

The Red Creek Branch

Dogs: 4 Players to be named

1A PRIDE: Brother Thaddeus is dead. Sister Patience (related to PC1) doesn’t want to remarry. Instead she wants to remain single and have Stewardship over her family.

1B INJUSTICE: Brother Elijah (related to PC2) would be the perfect candidate to marry and take care of Patience and her children. His oldest children have moved out and his house and farm could use the extra hands.

2A SIN: Patience has been lying to the town about her husband's absence. She claims he had to leave town, but the other townsfolk are starting to wonder.

2B DEMONIC ATTACKS: Brother Elijah’s livestock and crops are starting to do poorly -- crops drying up, stillbirths, cows not producing milk, chickens not producing eggs, etc.

3A FALSE DOCTRINE: Meanwhile, Brother Josiah’s farm (related to PC3) is thriving. Brother Elijah believes Josiah to be consorting with demons, ruining his farm and benefiting Josiah’s.

3B CORRUPT WORSHIP: Brother Elijah begins burning Brother Josiah in effigy, believing it will ward off the demons.

6A THE PEOPLE:
Sister Patience wants to be left alone and allowed to run her household in Thaddeus’ absence.

Brother Elijah wants the Dogs to help his farm, especially by stopping Josiah from any further demonic worship.

Brother Josiah wants the dogs to straighten Elijah out and get him to stop making threats at his farm.

6B THE DEMONS
The demons want Elijah to go further in his attempts against Josiah.
They want Patience to lie as much as necessary to keep from being found out.
They want the Dogs to belief Elijah -- they’ll do whatever they can to implicate Josiah in demonic activity.

6C IF THE DOGS NEVER CAME
Josiah and Elijah’s feud would eventually come to a bloody head, resulting in the death of one or both of them.

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I sort of purposely only made relations for 3 PCs. The slot is for 4 people, but with cons you never know. I wasn't sure if it'd be better to plan on 4 and maybe have something in the town not draw them in as quick or leave a PC without a relationship in the town and push to get them involved anyway (maybe as a neutral party).

I'm certainly open to suggestions of where to fit in a 4th NPC/relationship.

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Murderous Ghosts / PBEM #2
« on: October 11, 2011, 11:02:35 AM »
Completed a second game over e-mail. 3rd complete game and first successful escape. I'll admit part of me was rooting for the player to escape, but I tried my best to keep hitting him hard and not letting up. Mostly he got lucky on the card draws (more on that later).

I'll admit that the genre's a bit out of my comfort range -- not because it actually makes me uncomfortable, but because horror just isn't something I do a lot of. But I wanted to give it a shot, and it was a challenge. Luckily, by going over e-mail I could give myself a little time to consider responses, which helped immensely.

The situation found the player (Gabriel) in the basement of some old factory with huge hulking pieces of machinery. He encountered a couple ghosts of animals -- they mostly looked solid but parts of them were transparent (some deep gashes here and there, or maybe entire limbs or tails). I was trying to make it obvious they had been tortured and killed in life. I'm pretty sure he picked up on it.

Eventually he ran into a ghost that we started referring to as "The torturer". A figure of unknown gender wearing a surgical mask and a thick leather apron. It was surrounded by ghostly images of animals of varying size. I liked the idea that the ghosts of the animals stuck around and maybe killed the torturer, but in death they were bound together.

Gabriel kept having pretty close calls and getting assaulted, but he was creative in his attempts to survive/escape. Finally I got 4 cards in my hand and flipped them over, only to find 2 suits, I drew a 5th and got 3 suits, so the game was still on.

I did find at that point I was struggling more as he continued trying to escape and having more encounters. Luckily his very next move towards escape produced the 4th suit and he was home free. If that hadn't completed the set I could see myself struggling more and more trying to keep the tension up. It's worth noting we were playing with the 1st playtest rules and I see in the 2nd that there's a new rule that at 7 cards, consider there to be 4 suits -- it's nice to have that definite end to work towards.

Back to the player's card draws. Somehow, even though this was my 3rd time being the GM, I still hadn't caught on that the player is supposed to discard after every bust (I'm pretty sure the player in this game wouldn't have survived if we'd followed that).

Talking with a couple other people we wonder if only forcing the discover on a 21+ bust would be better and if the possibility of busing a few times in a row isn't too harsh. I mean, murderous ghosts and all that, but at least from my playthroughs (playing wrongly and not discarding after 1-5 value busts), it seemed to set up a nice rhythm and cycle of play.

I've got another game going on and I'm making sure to discard after busts, so I'm interested to see how different it feels.

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other lumpley games / [IAWA] Basic Questions
« on: June 16, 2011, 10:39:13 AM »
I've been running IAWA for my group for a few months now and we're all having a blast with it.

During last night's session a light bulb went off in my head and it made me start to question a couple things.

Mostly, I think I've been doing conflicts wrong the entire time, but I'm not seeing anything explicit in the book, so I want to verify.

Should the initiative roll each round only be the forms that are being used? I've been letting players & NPCs add in particular strengths if they seemed relevant, but now I'm pretty sure I've been doing that wrong and particular strength dice should only be rolled as it's narrated into actions.

If that's the case, what if the character who wins initiative wants to use a particular strength? Since they're not re-rolling, should they just toss in the extra die when they narrate their action if their particular strength comes into play?

Is there anything that prevents someone from using two particular strengths simultaneously? I'm guessing not, but I want to make sure since more and more of my PCs are getting 2 or more particular strengths now.

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