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Messages - Alfred

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AW:Dark Age / Re: A couple of questions
« on: March 06, 2014, 02:42:53 PM »
Are your three trees and explanations illustrating all three systems?

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AW:Dark Age / Re: A couple of questions
« on: March 06, 2014, 01:56:45 PM »
On Geneaology:

There is a big difference between "when you die with no sons, your brother inherits" and "when you die with no sons, your daughters son inherits."

Conniving uncles and ear-poison is what political drama is made from!

That said, I think illustrating the differences between the political systems (literally, with family trees) might be of use in the final text. I know I personally have trouble picturing the political landscape of these inheritance rules, just by reading them. I don't know how many gamers will sketch out their own example bloodlines just to teach themselves. An example tree with a little helping text would be nice.

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AW:Dark Age / Re: First Thoughts
« on: March 04, 2014, 08:45:01 PM »
You can also get new holdings by increasing your Rank, yeah?

Playbooks are still descriptive and prescriptive, right? If your Wolfpack is completely killed, down to a man, you don't have a Wolfpack. And so on.

The game is about political manuevering... I don't see why you couldn't apply this to the ranks and holdings on the back of the sheet. Marry into a family, just so you step up a Rank thanks to your new bloodline or what have you, and mark off the new allies and resources you acquire from your timely matrimony...

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AW:Dark Age / Re: [Playbook Draft] The Honey-Tongued
« on: March 04, 2014, 04:04:50 PM »
Might work. This will all have to get shaken down with some play, of course. Without having seen DSO in play on its own yet, not to mention Oaths, I do admit I'm unsure how it would gel.

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AW:Dark Age / Re: [Playbook Draft] The Honey-Tongued
« on: March 04, 2014, 03:38:04 PM »
Maybe with PCs it plugs into the new Oath system, in some way, so they'd get XP at the end of a session by leaving you be.

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AW:Dark Age / Re: [Playbook Draft] The Honey-Tongued
« on: March 04, 2014, 03:27:52 PM »
Oh absolutely, I get that. I guess my mind jumped to I don't know how busy your brothel can be with only 6 employees.

Also, I wonder about the wording on Draw Someone Out. When I draw them out, if I have marks, I get the armor. I'm not sure how often violence will immediately follow a DSO move, or how often someone could interrupt violence to DSO. Perhaps just "You take +1-armor ongoing against anyone whom youve marked DSO" and drop the specific need to roll the move to get the armor.

Unless that was totally how you meant it, in which case that's not how the text reads to me and perhaps some tweaking there is in order.

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AW:Dark Age / Re: [Playbook Draft] The Honey-Tongued
« on: March 04, 2014, 03:21:48 PM »
Just a really random question, sorry.

Is 6 population appropriate for a busy establishment? I feel like that number should be bigger.

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AW:Dark Age / Re: How many players?
« on: March 03, 2014, 08:18:06 PM »
[Edit] Ignore all that stuff I said before.

Saturday I'm not available. But Friday maybe. We can sort this out over on G+.

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AW:Dark Age / Re: How many players?
« on: March 03, 2014, 08:00:50 PM »
Caitlynn,

Hangout game of this sometime in the near future if at all possible?

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AW:Dark Age / First Map
« on: March 03, 2014, 07:43:44 PM »
When it says it's mine to make as MC, am I drawing out a landmass and a couple features ahead of time, and players point out where their holdings are on that skeleton of a map?

I ask because the sentence "the map is yours as MC to make" almost sounds like I should show up with an outline of a coastline/islands/whatever.

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AW:Dark Age / Re: First Thoughts: Fates
« on: March 03, 2014, 03:23:38 PM »
Because the game is about the PCs, I think! That's why! Its more important that when you lock eyes with the MC, she can tell you of the monster: "It will survive, somehow."

That was my gut reaction to reading it, anyway.

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Dungeon World / Re: WTF? Balance: Cleric vs Wizard
« on: February 20, 2013, 05:08:54 PM »
Wizard has a spell book -- there's nothing stopping the wizard from writing down as many spells as he wants, growing his spell list exponentially.

Cleric gets spells from thei god -- it follows they can only get spells approved by their god? Sounds like a side quest to me.

Divine guidance is possibly the most benign thing ever. You get ask a god for an answer or a thing, but only through petition, and its ultimately up to whether it makes sense for the god.

Ritual is the sexiest move ever that let's you change so much and get whatever you want more or less.

But primarily, balance doesn't really matter much.

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Dungeon World / Re: More playable races! (Gnoll, Half-Orc, Lizardfolk)
« on: February 15, 2013, 12:17:33 PM »
Looking through the classes, all of their racial moves are "always on" and beneficial. No reason you couldn't make a racial move with soft hit and miss conditions, but that'll be a racial move worse than any others. Important thing to consider, I think.

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Have you ever had a dog that sort of kind of knew a trick? I think it's like that.

If your companion is trained to do something, they'll do it cause the GM is a fan of your character, the end. The only thing getting in the way of that is a hard move (miss or golden opportunity), cause to say no otherwise is lame and your GM shouldn't do it if they're any good.

If your companion isn't trained to do something, well, that's a golden opportunity. I mean, obviously right? If my dog isn't trained to keep out intruders, I'd be in the shit if I left my dog to guard my house, ya know? In the same way, if your companion isn't trained in a thing, the GM is welcome to make a hard move.

What that means is up to you, the GM, and how you interpret the fiction.

A companion not trained in Labor probably doesn't like carrying loads -- they'll shrug off your belongings and you'll discover they ditched your lantern at the worst possible time. A companion not trained for Travel tires quickly, and the GM will tell you about how it twists an ankle or you make bad time.

The training is exactly like the weapon tags -- they're convenient excuses to remind the GM what kind of hard moves to make when the opportunity presents itself. They're there to stop the GM from going "uuuh uuh so NINJAS ATTACK!" when we all know that's stupid, and your horse probably just lost a shoe on the rocks.

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Monsterhearts / Re: Cold as Ice
« on: January 07, 2013, 09:56:31 AM »
The thing you're missing is the vampire MAY choose an option from the 7-9 list. You choose.

So, no, overall it's awesome. You get to choose if you need an extra oomph, but with a cost.

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