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Topics - Colin

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AW:Dark Age / First Thoughts After Character Gen & Set Up
« on: March 04, 2014, 02:27:16 PM »
Fortunately we were just in the midst of deciding what to play yesterday so we gave this a go last night. I went over the bits of the game and the players choose the Outlaw Heir, Dragon Herald, War Herald and Wicker Wise. Set up took a little longer than AW or say Sagas of the Icelanders so we only made characters and the First Map, we were all excited to dive into play next week. 

- The Outlaw Heir is one of the coolest playbooks period. Beautiful & Doomed and Fate are probably the best moves in the game. Dragon Herald comes pretty close to being as interesting. In general the players really enjoyed the flavor and implied setting that the playbooks contained. 

- Between all of the playbooks there is a lot of holdings, ventures, people, stuff and more stuff. It was almost too much stuff to generate and it took the whole time we had to play. The player of the Outlaw Heir was clearly struggling and a little creatively fatigued by it. And as MC there was a little bit of WOAH SO MUCH STUFF as the players began to tell me their stuff. But then the map started to take shape and we had this really neat situation and setup that I can't wait to play. 

- Not sure how to make places have coherent contrasts. 

- On the First Map sheet it has a place for Holding and Interest Population, I am not sure how to make this number, do I sum up all of the player holdings? Do I add more holding on my own? Same for the Approximate Total Population. Then once I have these numbers, what do I do with them? I can see how I would use an individual holdings population in that you can say half of the city has been killed or driven off in the battle. But how do I use the larger number for the whole map? 

Some other thoughts on the basic rules: 

- Hold Steady - Curious about removing the flinch, hesitate or stall from the 7-9 like Act Under Fire had, the result of just holding steady seems uninteresting.

- Claim Your Right - this looks really interesting, looking forward to seeing how it works in play. 

- Go Into Battle - the PC vs PC timing choices are hot.

- Read Moves - I really like the "if you would like to ask more" bits and the cost of doing so. 

- Found myself missing a compel you to do something move like the Seduce or Manipulate from AW. Some of that is in the Draw Someone Out move, but I kinda want a more overt move. Maybe in a playbook if not a basic move. 

- Love the EXP system so much. So much.

- Fates are also awesome. Not a fan of the wording on the first 2 player ones though. Since those heal on their own everyone will live to be 100 or an advanced age.

- Helping is also neat, love that it plays right into Oaths and that the acting player has to request it. Want to see this in play.

- We all agreed that the rules for Dragons and how they interact with Dragon Heralds is awesome and cannot wait to unleash one in the game. 

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Dungeon World / DW AP - Barrow of the Iron King
« on: March 01, 2011, 08:58:59 PM »
I ran Dungeon World for the first time a few weeks back, it totally scratched that old school adventure gaming I have been hankering for lately. Bear with me as I don't often write AP, but the game was a lot of fun and with the carrot of the Adventure Guild....

So we had an Elfen Ranger Cianan, the Halfling "I am a Thief, all other halflings are pikers" Plunk Steadybottom and an Elven Wizard Finaan. Started out in the required inn, at a keep on the borderlands with the characters huddled over the treasure map to the legendary barrows and I asked them how they wanted to prep for the journey. Plunk imediately started wenching for info and learned that a band of knights had gone of in search of the barrows and never returned as well as robbing the tavern wench blind so he could mark his evil alignment exp (can't wait to roll for Outstanding Warrants when they return). Finaan headed up to the keep for some research where he made a deal with a fellow wizard Godrick. I love the wizard move to know other magic users, thanks to this move we discovered that Finaan was on the run for killing his master so Godrick offered him shelter if only Finaan would retrieve the Urn of Dragons from the barrows.

The players then set off and the cheaty Elf Cianan used his move to autopass the Perilous Journey, and they easily made it to the barrows where they discovered a tribe of barbarian descendants of the Iron King who protect the Barrows. Cianan and Plunk quickly snuck into the village while Finaan walks right in demanding to parlay with the head witchpriest. A few Discern Realities and Parlay rolls later and Finaan is now the chosen one who has returned to release the tribe from its sacred task to keep an evil curse within the barrows as well as noticing that the standing stones over looking the barrows are a nexus of power... so naturally he tries to tap into that power thus releasing the undead curse held within the barrows and allowing me to start advancing my Iron King awakens countdown clock.

The witchpriest leads his people off and away from the undead plague and our heroes make camp in the standing stones... where they are attacked by a band of ghouls released from the barrows (thank you countdown clock!). The fight was way fun, with Finaan chucking magic missiles around until he forgot the spell, Plunk running around the top of the standing stones maneuvering and killing ghouls while Cianan had less luck and ending up at zero hp and infected with the Ghouls Rot which will be a countdown clock when we play next, once the ghouls were half dead I used a hard move on a fail to grab Cianan's unconscious body and make a run for it... but Plunk used his stolen brandy to scare the ghouls into dropping him and fleeing.

After the battle and a little healing, Finaan used his Spirit Summoning spell, and called forth the Bride of the Iron King who warned them the flee before the terrible curse was released and her husband awoke to kill them all.

Come daylight they headed down to the barrows for a little scouting and discovered that one of the smaller barrows was heavily trapped... so naturally they went there first though Plunk handily disarmed the traps and lead them into the barrow where they found a cairn made of tiny pebbles and tunnel leading deeper into the barrow. Since it was time to wrap things up for the night I moved on to my move for the barrows and sealed them in as a massive stone dropped over the entrance trapping them in the dark as they hear the sounds of things moving in the tunnels below...

Over all the game was a lot of fun and we are playing again this Thur, though this time I plan on being more prepared and making a front for the dungeon and keep as well as stating up some monsters in advance, and if I have time I may sketch out the barrow complex map.

Also the "draw maps like crazy" advice from AW really worked well in DW, I had a blast drawing maps on graph paper for everything in this game.

- Colin

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