|
It's pretty weak because money's barely in the game, anything important is based on trust. Maybe do something about Ownership rather than price.
|
# ? Jun 15, 2017 00:48 |
|
|
# ? May 13, 2024 07:23 |
|
Noelor posted:Is there any chance of art-free playbooks being published for the expansions, like exist for the core fellowship? do the charming and rich stats not work for your overlord?
|
# ? Jun 15, 2017 04:30 |
|
So this is a question for Gnome7, but anyone can answer if they have one: There is a Giant in a game, who wants to throw scenery, people, etc, as a weapon. However, we have no Dragon to get the move that allows them to, you know, do that. At the same time, I feel likt it's entirely within the character's capability to pick up and throw someone at someone else. Do I just allow it, or do I disallow it, because it exists as a move in another playbook?
|
# ? Jun 17, 2017 18:15 |
|
Did you miss that that is also a Giant move? Because its one of their core moves they get for free. The Giant can definitely toss scenery and people as weapons and even gets a Boulder in their gear to represent throwing terrain at people. I have no idea how you got the idea they can't do this thing. gnome7 fucked around with this message at 21:56 on Jun 17, 2017 |
# ? Jun 17, 2017 21:53 |
|
gnome7 posted:Did you miss that that is also a Giant move? Because its one of their core moves they get for free. For some reason I only ever looked at that as 'throwing allies around', because I've only ever seen it used for that. I didn't even think about enemies or scenery.
|
# ? Jun 17, 2017 22:30 |
|
I mean the move isn't meant for throwing scenery, but its pretty easy to use the Boulder gear option for that part. Also, The Spider is now available for sale in print, if you like that kind of thing.
|
# ? Jun 20, 2017 18:27 |
|
It had honestly never occurred to me to use the boulder to indicate throwing scenery around, just because my impulse is to read the physical gear options as being something you take with you, as opposed to the capability options. I think it might be more clear if it was something to the effect of 'tremendous strength, enough to throw something implausibly heavy' or something, though it could also just be a failure on my part.
|
# ? Jun 29, 2017 13:32 |
|
No no, that's fair. It is absolutely worded as "you're just carrying around a big ol' boulder," as is. The "you throw something from the scenery" interpretation is valid, but it isn't clear with how the playbook is written right now. If I eventually do a compiled book with all these playbooks, I think that's exactly the kind of thing I'd update the wording on, because being able to just rip off the wall of the building you're all in and throw that at your enemies is much more fun. For now, though, it is what it is.
|
# ? Jun 29, 2017 22:35 |
|
Gnome, how would you adapt the game to do a classic sonic style fuzzy animals vs evil robots game? My first thought is that there's a lot of armor and swords that could be replaced or reskinned...
|
# ? Jul 4, 2017 20:11 |
|
I don't think you'd need to change much, the Command Lore move lets any playbook be a small fuzzy animal person pretty easy. If you don't want them to have weapons they wield or armor they wear, you can have armor be Luck, letting you narrowly avoid harm, and your weapons could be special moves, like a melee weapon becoming a Spin Dash. The Harbinger seems a little out of place, but the rest of the playbooks look like they'd fit that theme just fine.
|
# ? Jul 5, 2017 03:25 |
|
Golden Bee posted:Gnome, how would you adapt the game to do a classic sonic style fuzzy animals vs evil robots game? My first thought is that there's a lot of armor and swords that could be replaced or reskinned... Evil robots and fuzzy animals you say? This is truthfully 90% of what I run this system for, so here's what you need to do. In addition to just setting up your setting so that the orcs/elves/heirs are different animal-type cultures, these are your top four fixes. 1. Pick up Constructed and use the enemies in it, even if there isn't a Constructed in the party. Its a good supplement and there's a Roboticize monster/template in there for gods sakes. 2. Someone put together this baller Set Piece, the Factory (I know it was in thread but I couldn't find it anywhere, who are you mystery writer.) There is also a Robotifier option in this, and also Magitek armor. https://www.dropbox.com/s/kos05vb8mzjnmfl/SetPieceTheOverlordsFactory.pdf?dl=0 3. This isn't entirely evil robots and its plugging my own material, but The Megacorporation might help you out here. https://docs.google.com/document/d/1Qd4gerlfurt0oRaPNydy5SYnK59U_sIdH3hXkqZR1Fs/edit No turning people into robots though but there's an ED209 variant and thats always good. 4. Use a faerie's magical wish to conjure up a big bag of gold and use it to convince Gnome to write up The Empire.
|
# ? Jul 5, 2017 04:51 |
|
Hey, I was planning on starting a game soon, but I was kind of wondering about the sources of power. Would it be a good idea to have the party members come up with their own source of power for their people? I was thinking of setting it up so the army was The Organization and have the characters race for sources of power, with a lot of the threats being outside the Overlord's grasp. Is that also a good idea?
|
# ? Jul 30, 2017 16:43 |
|
Sounds like a fun setup to me.
|
# ? Jul 31, 2017 06:58 |
|
Are there any printable Destiny Playbooks somewhere? We've just been writing them in the notes are of the regular playbooks but if there's a better option I would love to know.
|
# ? Sep 13, 2017 05:17 |
|
There are not any printable destiny playbooks at this time, sorry. You can print them from the PDF, they fit pretty well as 2-pages-per-page printing, but I know that isn't exactly ideal.
|
# ? Sep 15, 2017 03:08 |
|
This game seems really cool. I hope I can get a chance to try it sometime soon.
|
# ? Oct 25, 2017 11:41 |
|
I picked up all the expansion packs and drat, they're good. It's fantastic how each is not just a playbook but a host of new Threats, a Destiny and a Set Piece. Has there been any word on Inverse Fellowship? That's kind of my holy grail now.
|
# ? Feb 8, 2018 03:46 |
|
The word on Inverse Fellowship is its still a ways off, but I still have plans to do it. I've written bits and pieces but its not my current active project - I'm trying to finish Panic at the Dojo and get that out the door before I commit to anything else just yet. It probably won't even be the next project I do, but the one after that. BUT I do have one thing that's finished for it - The Guardian, the Destiny for the Rainlord basic playbook. You can feel free to incorporate that into your games immediately, so you can have a divine destiny that isn't so selfish as the Ascended or as gloomy as The End of Days or the Ancient Secret. Finally, a Destiny playbook for becoming a watchful protector - The Guardian.
|
# ? Feb 8, 2018 10:33 |
|
Will it be possible to get a collected Print edition of the added playbooks and content in the future?
|
# ? Feb 8, 2018 21:35 |
|
Well, I'm glad to hear it'll be coming at some point! Are there any more expansion packs coming down the pipe?
|
# ? Feb 9, 2018 01:09 |
|
Xelkelvos posted:Will it be possible to get a collected Print edition of the added playbooks and content in the future? Yes, this is something I'm planning to do, although I don't know exactly when. I've made a folder and filled it with the files I'd need to do that, though, so eventually! I'd want at least one more playbook released and something else big to put in the compilation, first, but eventually. Vulpes Vulpes posted:Well, I'm glad to hear it'll be coming at some point! Are there any more expansion packs coming down the pipe? The Pair is the last one I've got mostly written up, and I actually completely forgot about it until I went to check on my files today. It's mostly done so I'm gonna commission some art and see about getting that out Soontm. Again, Fellowship isn't really my focus project right now, I'm trying to finish Panic at the Dojo before I do anything else, what with that being almost a year late now. But we'll see - part of PatD's delay is definitely burnout, so maybe working on something else will help, I don't know. I'll post about it in here for sure if any forward progress comes along.
|
# ? Feb 9, 2018 19:02 |
|
A new fellowship expansion is available - The Pair. The Pair lets you play as a pair of heroes who work together perfectly - buddy cops, war buddies, or three musketeers all. Their gimmick is being in two places at once, but they also provide their own teamwork bonuses when working together, and are generally dashing, cool, and agile heroes on their own. https://twitter.com/Veliministriari/status/971799176412581891 gnome7 fucked around with this message at 18:33 on Mar 8, 2018 |
# ? Mar 8, 2018 17:53 |
|
Free to KS backers?
|
# ? Mar 8, 2018 21:04 |
|
No. The last playbook funded by the Kickstarter was The Remnant. The Spider and The Pair were independently funded by myself, and are not part of the Kickstarter in any capacity.
|
# ? Mar 8, 2018 21:16 |
|
Hell yeah, I've been checking twitter like a maniac since the almost-launch the other week.
|
# ? Mar 8, 2018 22:25 |
|
Oh wow, glad I checked the thread. I've been waiting for this since it lost in the kickstarter polls.
|
# ? Mar 15, 2018 02:37 |
|
The Pair each have a separate score in each stat, but when a stat is damaged, it's damaged for both (or all three for Trio), right?
|
# ? Mar 25, 2018 05:33 |
|
Comrade Gorbash posted:The Pair each have a separate score in each stat, but when a stat is damaged, it's damaged for both (or all three for Trio), right? Only when Working Together! When Working Alone, they just take double damage instead. Since the Trio always has one member Working Alone, there is never a situation where all three of them will take damage from one of them taking damage.
|
# ? Mar 25, 2018 11:54 |
|
Alright, I haven't checked this out in a while, though I recently bought the Pair when I saw it was out, and now I want to mess with some things again. Where would I go if I wanted the errata and any other new/free material if I should already have all the non-KS stuff? Is it on DTRPG, whether standalone or added to the things I already own there, or elsewhere?
|
# ? Mar 25, 2018 17:25 |
|
DTRPG has the errata file in its downloads, I put it up a while back, I think when the Constructed came out? Maybe Remnant. One of those. All the other new rules bits listed in the expansion playbooks are used mostly just by that playbook. For other new/free material, I released The Ship playbook with my Fellowship podcast, which is used just to give your heroes a cool ship to cavort around in: https://www.mediafire.com/file/u0oberfmvr9pnqh/The+Ship+-+Fillable.pdf
|
# ? Mar 25, 2018 22:34 |
|
Alright, I should have everything then. Last did stuff with this just after the Ship came out, so looks like I'm not missing anything after all. Thanks.
|
# ? Mar 25, 2018 22:49 |
|
What happens if the Dwarf shares People of Stone, or the Harbinger shares Doomed Soul, with the Pair? Do both (or all three) get the relevant stat at +1?
|
# ? Mar 26, 2018 00:22 |
|
That depends on how it was shared. If the Harbinger or Dwarf shared it with their Advance, each of the Pair will get that stat, yes. If the Pair takes one of those moves using Mismatched Pair or using one of their Advances that lets one member of the Pair get a move, then only the one who took that move gets the stat. If you take the move using the Advance that gives you access to the move only while Working Together... I don't know what that means. Don't do that.
|
# ? Mar 26, 2018 01:22 |
|
So in Mitama's Fellowship game, they mentioned this tweet/concept: https://twitter.com/davidnett/status/978657181229711360 And that kind of inspired me to try to come up with something as sort of an extension for Command Lore, with a narrower focus: quote:I Know a Guy: When you enter a community of your people, you may declare you've been there before OR ask another player if they have. If someone has been here before, they describe one person in the community they know and roll+Wisdom. On a 10+, they're glad to see you and willing to help. On a 7-9, they're willing to help you, for a price. On a 6-, your previous misadventures make life more complicated for the Fellowship.
|
# ? Apr 1, 2018 02:43 |
|
I just wanted to share a great moment I had as a result of this game. I was describing a Dwarven ship and the Dwarf player held up his finger picked up the description and ran with it. It was seamless and it made me realize how this game has really taught my group not only to share the setting and narrative but to take responsibility for it. The structure of the game really allows us to build the universe in a way that fits with the characters and story. Thanks, gnome.
|
# ? May 8, 2018 20:48 |
|
I finally got a group together to play Fellowship! Everyone is very excited. I get to do what I did before with Dungeon World and introduce someone to roleplaying with this, too, and she's extremely hyped to play the Harbinger. I had a question from my players that I don't really know the answer to: why do the players get to know the Overlord's Weakness, even if their characters don't yet? I don't really have any issue with it, but one player thinks she'll have a hard time separating her out-of-character knowledge of that fact from her in-character knowledge and is curious why it's designed that way. (That said, I'm going to suggest that she take the "______ is the only one who knows my Weakness" Bond with the Overlord so that it doesn't matter if she can't separate that knowledge--it's in-character knowledge, too!)
|
# ? May 25, 2018 13:57 |
|
There's a few places where character and player knowledge is explicitly called out as separate, and the main reason for it is to encourage players to keep that knowledge split in mind. Being able to share information freely helps the game to progress in a way everyone is comfortable with and excited for, so I don't see any purpose in keeping secrets from players. Also, it allows for dramatic irony, and everyone loves dramatic irony. For example, maybe you establish that Elves can teleport early on, and you explain to everyone that they do this by temporarily visiting the ghost realm. Now, only elves know that, the other players have no way of knowing, but sharing that information with everyone else is encouraged just so they can be in on it when you use your teleport powers to stab a ghost later, or so when a ghost stabs YOU later in the middle of a teleportation mishap, everyone in character can be shocked about it while their players all understand what happened. Because none of the players are confused about what happened, everyone in character can fully revel in the drama of it. The specific rule with the Weakness knowledge doesn't have much purpose beyond being one of the places I chose to reinforce that separation of knowledge.
|
# ? May 25, 2018 14:57 |
|
Cool, that makes sense. I think what I might need to do is make sure the players are aware of how thoroughly non-adversarial this game needs to be (which is true for every game I GM, but some of these players I haven't played with since I started to become a better GM and might not be used to it yet). You don't need to try to trick me or scrape together every little advantage you can so things turn out well for your character--that's not the point. I'm not the computer you're playing against in a video game. Similarly, it's not me telling you a story--we're co-authoring that story. My own instincts still want me to keep secrets from the players so that I can pull out surprises on them, but hopefully the necessity of sharing the Overlord's Weakness will help me do a better job of being open when it will actually increase the fun.
|
# ? May 25, 2018 15:45 |
|
In my current campaign I keep lots of secrets from my players. I'm just 100% open about it. Our Harbinger thought he was the last survivor of an ancient race that ruined their planet thousands of years ago until the Overlord arrived. I'm working closely with him and we've agreed on how he can Command Lore while still keeping the mystery alive. (Basically he gets to Command Lore about the nature and history of his people up to and including the Doom; everything after that is my territory.) Similarly, the players know there is something mysterious going down on the furthest world, even if their characters don't. Revealing your Weakness to players allows them to direct the story more enjoyably. It allows the players to know they're searching for some sort of glowing magical rocks from another world instead of just shifting about hoping for success. The characters can be ignorant but still head in the correct direction.
|
# ? May 25, 2018 20:18 |
|
|
# ? May 13, 2024 07:23 |
|
Anyone have advice on how to have a good first session with Fellowship? The book has some good recommendations for the kind of scenarios to start with, but I'm more wondering what the best way to begin painting in the world is. It's been a long while since I've GMed something that didn't have a predefined setting (read: Fragged Empire) so I'm a bit rusty with building a setting as we go.
|
# ? Jul 2, 2018 15:41 |