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Pollyanna posted:Am I asking them that question, or answering it for them? Yeah, you're assuming certain offscreen activities so you can give them a reasonable set of risks and benefits to choose between. If you don't feel like you know the character well enough yet, ask the player if you can?
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# ? Oct 8, 2018 23:47 |
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# ? May 14, 2024 09:22 |
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Drop Database posted:I had a quick read and left some comments. Feel free to message to discuss. In general, I feel like the playbooks have had some good conversion work, and are evocative and genre-appropriate (although some of the names confused me). I feel like the basic and peripheral moves can use some more work, though. Some of them are very reminiscent of AW still, where they should be dripping with space flavour, being the rules players interact with more often. Thanks for the feedback, it was really useful. I'm still thinking about how to cram more space flavor in, and you gave me some good points to try to do it. I agree with the playbook names--they're still a work in progress. Pollyanna posted:Given that in this particular case the character was "around" but not active in the party (outside of a "help me bust down this gate" thing), I think I have an idea for what they could have been doing. A decent option is always to involve them in the other players' lives. For example, if another character is trying to hunt down a rare item, a good love letter option may be "You've managed to get hold of X. Where'd you get it, and who else knows you have it?" This pulls the player into the current session without having to have their character "magically" stumble their way back into the tangled web of events that happened during the session the missed.
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# ? Oct 9, 2018 01:05 |
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Honestly if the player only missed a single session you might not even need to do a love letter for them? I mean you can if you want to but I've typically only used them when it's been ages since the last time our group's played. I like to fill mine with tough decisions about their relationships because it always makes them squirm. Here's some from my game when there was like months since our last session. The deal with these is whichever options they didn't take would be treated as if the player rolled a miss, i.e. Dart's player rolled a 10+ and they took the safe road and Jacks options, which meant that when the game started Natch had a bone to pick with them. quote:Dearest Saffron, quote:Dearest Gemini, quote:Dearest Vex, quote:Dearest Dart,
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# ? Oct 9, 2018 01:43 |
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QuantumNinja posted:Thanks for the feedback, it was really useful. I'm still thinking about how to cram more space flavor in, and you gave me some good points to try to do it. I think ultimately to have more flavourful moves, you will come up against having to decide what kind of space setting you actually want. Over the top cool space, like Mass Effect or Guardians of the Galaxy, gritty and threatening space, like the Expense, mystical/violating space, like 40K or Dune.... tech and mission-focused like Star Trek or crew-drama focused, like Firefly? The strength of PbtA is being able to write the flavour right into the mechanics, and the best-regarded PbtA games focus tightly on a particular genre of fiction... but that sometimes means giving up the ability to be more generic
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# ? Oct 9, 2018 02:13 |
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Here are my own love letters, from when we took a campaign break. (We referred to the break as the end of a 'season', a la TV framing, so I added some other advancement stuff in there to indicate the passage of time, too.)quote:Dear Clipse, quote:Dear Lee, quote:Dear Benzol, The goal was to set up things to kick off the whole 'season', though, so these are probably overkill for a one-off session absence. Drop Database posted:I think ultimately to have more flavourful moves, you will come up against having to decide what kind of space setting you actually want. Over the top cool space, like Mass Effect or Guardians of the Galaxy, gritty and threatening space, like the Expense, mystical/violating space, like 40K or Dune.... tech and mission-focused like Star Trek or crew-drama focused, like Firefly? My goal is a mixture of interpersonal drama and localized power struggles---far from Star Trek / Guardians / Mass Effect, closer to Firefly and early Foundation. My intention is that even the tech should feel secondary to control and continued existence. That said, it turns out 'control and continued existence' look really different floating in space than they do living in a desert-waste, and that's the gap I'm still working to smooth out. For what it's worth, I'm hesitant about nailing down space moves further because (in my playtesting) various groups seem to bring various levels of verisimilitude to space, and I've had issued trying to pin down the moves without pinning a level of realism to them. QuantumNinja fucked around with this message at 05:06 on Oct 9, 2018 |
# ? Oct 9, 2018 05:04 |
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QuantumNinja posted:My goal is a mixture of interpersonal drama and localized power struggles---far from Star Trek / Guardians / Mass Effect, closer to Firefly and early Foundation. My intention is that even the tech should feel secondary to control and continued existence. That said, it turns out 'control and continued existence' look really different floating in space than they do living in a desert-waste, and that's the gap I'm still working to smooth out. If you want interpersonal conflict, you will probably need to drive players to it. In my experience, almost any group of players will have a default expectation of working together to combat enemy and challenge, and the game mechanics have the task of challenging that dynamic (if that's what the game wants) by colliding character motivations. In AW, people fight over food/keep, in Cartel it's money, drugs, and stress, in the Veil it is (sometimes) conflicting beliefs. Even the much-derided Dungeon World takes a stab at this, with some background/alignment moves rewarding actions a character will have to convince a party to back. What can you do in space? Spit-balling some ideas: Limited tech/scrap, limited air/mission time, ship/hive tasks all requiring cooperation or crew allocation.. something for players and characters to argue over
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# ? Oct 9, 2018 05:43 |
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Thanks for the comments left on my doc
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# ? Oct 10, 2018 04:24 |
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What PbtA games have rules for collaboratively building a setting?
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# ? Oct 13, 2018 05:32 |
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mixmastermind posted:What PbtA games have rules for collaboratively building a setting? Perilous Wilds, if you're playing Dungeon World. Maybe even if you're not.
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# ? Oct 13, 2018 05:34 |
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mixmastermind posted:What PbtA games have rules for collaboratively building a setting? Fellowship's core conceit involves this.
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# ? Oct 13, 2018 05:46 |
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The Sword, The Crown and The Unspeakable power has you build the history and mythology of your setting together, and Legacy: Life Among the Ruins has you decide what the world was like before the apocalypse and what its map and landmarks look like now.
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# ? Oct 13, 2018 06:40 |
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I'm working on my threat map after finishing a first session of AW and I'm wondering what's a good number of threats with countdowns to have at one time? I've got 4 PCs, one dropped but was replaced by a Driver so I'm trying to have some threats affecting the world outside the town the rest of the PCs are at, as well as the threats inside the town. I have a bunch of ideas and having a lot of things to deal with and trying to prioritize what to handle first is a good source of tension, but how many is too many?
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# ? Oct 13, 2018 13:43 |
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I didn't see a specific thread for it, but would this be a good place to ask some questions about Legacy? I feel like some of the questions may be specific to the game itself, but others might be PbtA things we're getting stuck on.
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# ? Oct 13, 2018 20:16 |
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Heliotrope posted:I'm working on my threat map after finishing a first session of AW and I'm wondering what's a good number of threats with countdowns to have at one time? I've got 4 PCs, one dropped but was replaced by a Driver so I'm trying to have some threats affecting the world outside the town the rest of the PCs are at, as well as the threats inside the town. I have a bunch of ideas and having a lot of things to deal with and trying to prioritize what to handle first is a good source of tension, but how many is too many? If you can close your eyes and still remember them all, you don't have too many.
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# ? Oct 14, 2018 03:47 |
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Spiteski posted:I didn't see a specific thread for it, but would this be a good place to ask some questions about Legacy? I feel like some of the questions may be specific to the game itself, but others might be PbtA things we're getting stuck on. Sure, ask away.
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# ? Oct 14, 2018 07:07 |
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Flavivirus posted:Sure, ask away. * The story moves "In Want". If no one gets a +10, what happens? * If someone is wanting to take their family into the Wasteland... can they? I know the wasteland survival is a Character move. Is that because the expectation is that family wont move? * What happens if someone has a need and then gets another one? This happened during an age, and we weren't sure how to handle it, so we just sort of said "you're shortage of people is now REALLY short. It's going to take a big surplus to undo that". * Can people be the same family/but their own? IE two lots of tyrant kings? We've got a 5 person group so there isn't actually enough of the non-ruins families to go around if someone doesn't like one or two of them. There were some more but I forgot. I'll double check with the group and see what I am missing. There were of course the moments where I fell back into the single die roll resolving a single action/attack mentality, but that'll get fixed with practice I think.
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# ? Oct 14, 2018 08:20 |
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Spiteski posted:* The story moves "In Want". If no one gets a +10, what happens? quote:* If someone is wanting to take their family into the Wasteland... can they? I know the wasteland survival is a Character move. Is that because the expectation is that family wont move? quote:* What happens if someone has a need and then gets another one? This happened during an age, and we weren't sure how to handle it, so we just sort of said "you're shortage of people is now REALLY short. It's going to take a big surplus to undo that". quote:* Can people be the same family/but their own? IE two lots of tyrant kings? We've got a 5 person group so there isn't actually enough of the non-ruins families to go around if someone doesn't like one or two of them. quote:There were some more but I forgot. I'll double check with the group and see what I am missing.
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# ? Oct 14, 2018 09:31 |
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Cool these are good answers. I guess I was looking for a family Move that was akin to the Wasteland Survival one but those two make sense instead.
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# ? Oct 14, 2018 11:06 |
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milk moosie posted:Perilous Wilds, if you're playing Dungeon World. Maybe even if you're not. That is a fantastic way to make a setting, thank you.
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# ? Oct 18, 2018 04:31 |
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Does anyone have a Roll20 compatible sheet for World Wide Wrestling? I couldn’t find anything via Google, G+, Roll 20’s forum, or Reddit. I also don’t know HTML very well, so hacking one out from a sheet coded for Monster of the Week has been troublesome.
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# ? Oct 21, 2018 18:35 |
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Flavivirus posted:Sure, ask away. Another one, related to In Want story move. One of my players selected "Something snuck under your radar" and then the player who was In Want looked at Uncover Secrets. But.... It didn't make sense? It says "The player picks an option from Uncover Secrets as the first sign of danger, adding it to the map" How does that work? Do they gain a benefit as in the first part of the Uncover Secrets? Or add one of the second section? None of it seems to really pair up with "something snuck under your radar". Probably very obvious, or some conceit we missed but really stuck on that one.
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# ? Oct 22, 2018 03:59 |
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Spiteski posted:Another one, related to In Want story move. Ah, that's irritating - it used to be that Uncover Secrets was only that second list, and when we changed it we obviously forgot to revise In Want. So essentially, the player picking the 'something snuck under your radar' option adds to their map a powder keg, a shelter or a barrier and contextualises it as the first sign of danger.
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# ? Oct 22, 2018 11:13 |
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Flavivirus posted:Ah, that's irritating - it used to be that Uncover Secrets was only that second list, and when we changed it we obviously forgot to revise In Want. So essentially, the player picking the 'something snuck under your radar' option adds to their map a powder keg, a shelter or a barrier and contextualises it as the first sign of danger. Ok sweet, I'll put that on a little post-it there to reflect that so we remember. Thanks for that
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# ? Oct 22, 2018 17:51 |
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BetterWeirdthanDead posted:Does anyone have a Roll20 compatible sheet for World Wide Wrestling? There isn't an auto-roll one, but I put together a text one when I ran it quote:Name:
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# ? Oct 22, 2018 20:03 |
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It’s more functional than what I currently have. Thanks!
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# ? Oct 22, 2018 21:08 |
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It's the last few hours of the Impulse Drive Kickstarter! we've nearly hit $14,500! Thank you everyone who has contributed so far with pledges, sharing the kickstarter, discussing the game, and following. I can't believe how many folks have shown excitement for this game and I'm truly moved. I'd love for us to unlock the next stretch goal, so please continue to share the kickstarter and hype up your friends for space opera adventures! As we come in to the last few hours of the kickstarter, there's time for the final push to get all the art from the wonderful illustrator Claudia Cangini. Once the campaign is complete, I'll be sending out surveys for preferred names in the thank you section of the book, and contact emails for download codes from Drivethru RPG when the files are ready.
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# ? Oct 24, 2018 15:41 |
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Anybody run a Legacy 2e game? I’m wrapping up a year long Blades game and looking at my next campaign.
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# ? Nov 19, 2018 05:23 |
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madadric posted:It's the last few hours of the Impulse Drive Kickstarter! I forgot to say this earlier, but congratulations on getting funded man. Look forward to the finished product. I really should do the same with friendship effort Victory soon. I still think there's a market for shown in battle comic role playing game using this engine.
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# ? Nov 19, 2018 05:52 |
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tokenbrownguy posted:Anybody run a Legacy 2e game? I’m wrapping up a year long Blades game and looking at my next campaign. I wrote the thing, what would you like to know?
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# ? Nov 19, 2018 08:33 |
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Hey, congrats on the 2e publication dude. You've got a real neat game here! I'm getting stoked about potentially running it. Like I said, I've a Blades campaign wrapping up. Afterwards, I'm thinking about running Legacy 2e for my crew. I've gone through the core book a couple times—your play advice section has been a big help. However, I've got two big concepts I'm struggling with: 1. I've really begun to rely up on the "score -> downtime -> score" structure of Blades. I understand the core gameplay loop in Legacy is "zoom in -> characters -> zoom out -> family -> zoom in" but I'm concerned that picking up and putting down my player's characters will put off my crew, who loves their lovely, terrible Blades protagonists to death. How do you recommend keeping the family, not the characters, in the forefront of this cycle? How do you keep the pressure on the families as the gameplay loop cycles through the third or fourth age? 2. My players are great, but petty as hell. I'm a strict everyone-having-fun, consensual, non-catpiss kinda MC, but I know, for example, that one of my players would zoom in on the Tyrants and likely start doing Tyrant things as much as possible. PVP would be an inevitability with my group. I understand your advice is to try and keep the players working at cross-purposes, rather than all out war, but how much do you recommend stretching the scope of the heartland and area around it to enable this sort of cross purpose conflict? I understand being a PbtA game there are actually few assumptions about an individual game world, but I'm curious about your recommendations regarding Homeland scope as a way to mitigate / facilitate player conflict. For example, take the Tyrant family I know will pop up in my game. I would want to give the Tyrant room to put around and smash sandcastles. I guess the "default" Homeland is sorta-populated, scattered communities, with only the other player families actually owning and holding solid ground (assuming any selected Settled starts). In my mind, this would start the Tyrants immediately marching and trying to conquer my other players' territory. Should I try to put more npc controlled territories in the Homeland to give the Tyrant targets that don't put them at life-or-death odds with other Families? Does the default start assume large communities that the families are minor populations of or isolated communities comprised of entirely Family-members?
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# ? Nov 21, 2018 01:28 |
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tokenbrownguy posted:Hey, congrats on the 2e publication dude. You've got a real neat game here! I'm getting stoked about potentially running it. So, for your first question, just because Legacy characters are more disposable than Blades ones doesn’t mean you can’t get attached to them! If a player wants to stick with their character from one age to the next, that’s possible in the system as long as it works in the fiction; just have the character migrate from one playbook to another, resetting stats and moves but keeping a relic from their previous playbook. As for keeping the pressure on families, my co-author wrote a pretty great article on the ways the social dynamics of the game tend to change over time - you can read it here. For your second question, it’s definitely important to have other factions in the homeland than just the players. Someone controls each settlement, unless it’s one of the players, and you can encourage your group to build this up by picking npc factions to answer their questions in the History section of world setup. For the Tyrants, it’s important to remember they’re in the empire business. There’s a reason their alliance move keys off them offering someone a place in their heirarchy. As a gm, encourage the Tyrants to recruit instead of crush, and also highlight to the other players that the tyrants draw their strength from their vassals - and that means there’s plenty of points of weakness to hit with diplomacy or subterfuge. World setup should leave you with plenty of threats out there in the wasteland for the tyrants to conquer, and internal needs they need to address. That, combined with the history they have with the other families, tends to head off immediate PvP in my experience.
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# ? Nov 22, 2018 09:16 |
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Thanks for the breakdown. I think I'll need to see it action to really understand. Thankfully your blog has a bunch of examples of that. Time for some reading!
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# ? Nov 22, 2018 23:05 |
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Vincent Baker is doing some interesting stuff on his Patreon, streamlining and combining playbooks for a different look at Apocalypse World. Is anyone else following Burned Over?
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# ? Dec 1, 2018 15:02 |
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I’ve followed it, but mostly for design stuff and Under Hollow Hills (which I Hope hasn’t been dropped)
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# ? Dec 2, 2018 18:30 |
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Vulpes Vulpes posted:Vincent Baker is doing some interesting stuff on his Patreon, streamlining and combining playbooks for a different look at Apocalypse World. Is anyone else following Burned Over? I am. It's super interesting, and I'm curious to see how the rest of it works.
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# ? Dec 4, 2018 07:10 |
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I'm interested in what the Psi rating and Environment stat do for you. A couple of things manipulate them, but I don't believe they're mentioned in the reference section as-is.
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# ? Dec 4, 2018 07:19 |
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Yeah, Psi rating is really interesting and I'm curious how it will shake out. My take us that it implies some mastery over the maelstrom, while weird indicates the Pc's receptivity to it, but it will be nice to see some clarification of that. I was very interested in the Unalone merging the Skinner, Chopper and Hocus books while presenting other options.
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# ? Dec 4, 2018 15:33 |
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I still think the weapons rules from the Fallen Empires preview should be universalized. I want to use them for AW but it would be a pain in the dick to rewrite all the playbooks just to change weapon stats and the rules for the Battlebabe's weapons.
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# ? Dec 4, 2018 15:48 |
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I've been running a City of Mist Persona game, about 10 sessions in right now and everyone's really enjoying the system and the way moves are not locked to one specific type of situation. The only thing we're really struggling with is that there doesn't really seem to be a specific way to handle powers that should definitely target more than one person at once when they're facing multiple unique targets instead of a gang. I've been sort of alternating between using Change the Game to allow players to power up their other moves and having them use their tags as if they were the equivalent of weapon tags in Apocalypse World. I'd be curious to see if anyone has an opinion on that or if I maybe just missed a rule somewhere.
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# ? Dec 5, 2018 09:19 |
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# ? May 14, 2024 09:22 |
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The first 8 playbooks for Burned Over as well as the moves and other rules just went up, looks like it's playable at first glance.
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# ? Dec 30, 2018 18:39 |