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Post by Dirac Sil on Dec 30, 2008 23:10:54 GMT
The taking of moves ahead of time, but having the allowance each day to change them
It creates a touch more work GM wise, but I think everyone felt good, if they could't keep on to of the play they knew they were covered, meanwhile if you can intelligently alter your moves each day then you feel appily in cntrol
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Post by zipp on Dec 31, 2008 5:54:32 GMT
Which part reminds you of KDJT (which stands for... what? I know I'll facepalm as soon as you remind me, it's on the tip of my tongue...) Knight Dwarf Joint Tournament You held an extra fighting tournament at the end as I recall it. That's right. It's the last tournament I actually finished. Those are hard to run. I like the idea of taking moves in advance, yes. We'll try that, with the knowledge that, if you post fast enough, you can change em up.
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Post by Michael of Eshnar on Dec 31, 2008 20:59:04 GMT
Well, I'll put the character together by you on Thursday or Friday. The 4th will be Sunday, so that might be good, but I'm not sure yet, as that's also right before recommencement of work and such. I still want to take part, never fear!
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Post by zipp on Jan 1, 2009 1:57:29 GMT
Well, I'll put the character together by you on Thursday or Friday. The 4th will be Sunday, so that might be good, but I'm not sure yet, as that's also right before recommencement of work and such. I still want to take part, never fear! I have a good team here, I'm not going to complain overmuch if we're a little late in starting. I really would like to start by the 5th or 6th, though. I'm eager. Anyways, two of the three characters are done, and two more are getting close. So I don't think we'll be overlong.
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Post by zipp on Jan 2, 2009 22:14:43 GMT
As per the advice of our border ranger, I've amended the distance between Oasis and Holmgard to three or four day's journey as opposed to one.
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Post by zipp on Jan 6, 2009 1:31:04 GMT
We're very close now. I think everyone has all the information they need, so we can probably start tonight.
At the very least, tonight you'll see some information, such as the XP chart, the general play out of scenes, and what information should go in your sigbars.
I think I'll also post the first scene tonight.
Combat we'll explain in more detail once we get into our first conflict. Don't want to bog you down with details before you need em.
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Post by zipp on Jan 6, 2009 8:36:13 GMT
Okay, I'm about to post the EXP chart and then the first scene will be up tomorrow night (I have a double shift, so it's probably best to start after that).
Then we'll be good to go.
Some pre-game reminders/notes:
In this game you're going to have to balance team work with staying on your toes. Place too much trust in your fellows and you'll quickly find yourself betrayed by their need to complete their own, most likely conflicting, goals. But stray too far on your own, and you'll quickly fall prey to the dangers of Oasis.
Use the secrets you've been given wisely. You can use information in this game as a tool, or even a weapon. Turn your fellows against each other, or make things seem in your favour. Subtlety is a viable option here, though there's room for the brute forcers as well, depending on your play style. But a brute forcer who comes up against subtlety? Now that's a fight I can't predict the outcome of.
Remember that it's up to you how much information you divulge to your fellows. The only information that's required to stay in your sigbar is your current basic stats, equipped weapon, and your insanity level (see below). This is mostly for my own ease of keeping track of things, but it does provide some character insight for the other players.
ON INSANITY I mention insanity in the rules, but I figured I'd give a slightly more detailed description of it now. Often in the adventure I'll give you insanity/trauma points. When your trauma points exceed your current mental score, you go up a level of insanity. The levels are as follows:
1. The Calm Everyone starts here. If insanity is triggered at this level, the effect is slight. Perhaps the player becomes suddenly edgy or quiet, or perhaps they act in an erratic manner, breaking something or stopping in the midst of action to rummage through their backpack for an item they swear they had a minute ago.
2. The Brink At this point you're starting to show signs of distinct stress. Insanity triggered here can be more noticeable. A character suddenly forgets where they are, or freezes and refuses to move any further until calmed down. They may start hearing voices or seeing things. They may become paranoid of their fellows actions to the point of swearing they see betrayal in front of their eyes.
3. The Descent At this point the character has been pushed past their limits and their behavior can become dangerous. They may start engaging in abnormal behavior, such as stealing, or cutting themselves. When rolling, this level can trigger a loss of dice from your total pool.
4. The Shattering Now characters are not functioning entirely rationally. They may start to engage other characters in verbal fights or fisticuffs, or stop in the middle of running away from a monster to talk to a wall. They may see things, such as ghosts attacking them. They may hear the voices of dead relatives. Their cognitive senses are no longer trustworthy. In combat, they may change how they order their dice rolls, or which target they are after.
5. The Madness At this point the character is truly insane. They may attack other players or try to do themselves great harm. They may think they are someone other than they are, or start spilling the truth about their mission in Oasis. In combat, they may change their actions at a whim, deciding to give a monster a hug, or dropping their weapon to engage in a fist fight.
6. Primal Instinct If a character ever reaches level 6, they stop taking trauma. At this point they are a raving lunatic, with most of their actions decided by instinct and fear. I can activate their insanity at any time for any effect, and the player only has slight control over how to mitigate this effect. At this point, the player nearly loses control of the character, though there may be debilitating moments of clarity.
You'll notice I've mentioned effects after each level. This is because I can try and activate your insanity by spending threat (I also get a freebie once a scene). When active, your character will be forced to take some action of varying severity (as noted above). The mental stat can help protect against these effects or negate them altogether.
Other players can also petition me in secret to trigger another character's insanity. They have to provide some action their character takes to promote this insanity, something that would trigger an episode in the other character. This can be used to attack other players anonymously.
Finally, you can voluntarily take a point of insanity to gain an extra die in any conflict or to reroll any die.
Lowering insanity costs EXP, and will be discussed in that thread.
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Post by Dirac Sil on Jan 6, 2009 19:09:21 GMT
Hmm, insanity sounds fun!
I re-read the rules, and think I get them, although the fine points of tactical play will probably suffer from my mood coming home from work I fear! We shall see!
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Post by Brother Owain on Jan 7, 2009 8:59:58 GMT
It'll help if everyone adds a brief physical description of their character to their posts, as any descriptions on your character sheets are not viewable by anyone else. Any Helghasts can omit references to glowing red eyes.
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Post by Bonnie Sommer on Jan 7, 2009 21:44:04 GMT
Will just sort out my equipment and their descriptions and then make a short post.
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Post by Michael of Eshnar on Jan 8, 2009 1:20:08 GMT
Gah! Sorry about not posting - I hadn't realised we'd already started! I'll post later today (Thursday), after I get back from work.
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Post by zipp on Jan 8, 2009 21:14:17 GMT
I know! It's quite nice, actually, isn't it? A nice change up from constantly having to refer to your stats and modifiers and all that. I'll post in a little bit. Still holding out hope that our herbalish will show up. He'll certainly come in handy on the journey!
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Post by Michael of Eshnar on Jan 8, 2009 23:56:55 GMT
Isn't "Axel" a boy's name or is it just that "axle" is spelt "axel" on your side of the pond, Zipp?
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Post by zipp on Jan 9, 2009 0:03:26 GMT
Isn't "Axel" a boy's name or is it just that "axle" is spelt "axel" on your side of the pond, Zipp? Hm... right you are! Well, maybe the Innkeep's son is named Axel, or maybe they just don't spell as well in Holmgard. I'm sure there's some story to be told there!
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Post by Michael of Eshnar on Jan 9, 2009 0:05:28 GMT
Particularly considering that we know that Magnamund uses British English spellings
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