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Those are all valid points, but I won't be able to do anything with them for a month because university's getting serious. Everyone just play mushroom orcs and take booze twice instead.
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# ? Sep 25, 2015 04:34 |
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# ? May 12, 2024 23:46 |
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# ? Sep 25, 2015 18:30 |
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How many Customs does the Mask start with?
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# ? Sep 26, 2015 05:40 |
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Same as everything else? I wasn't sure there was any variability.
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# ? Sep 26, 2015 05:43 |
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chaos rhames posted:Same as everything else? I wasn't sure there was any variability. There is. Dwarf, Elf, Halfling and Squire get 2. Orc and Heir get 3. Harbinger and Giant get 1.
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# ? Sep 26, 2015 05:54 |
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Mors Rattus posted:There is. Dwarf, Elf, Halfling and Squire get 2. Orc and Heir get 3. Harbinger and Giant get 1. Based on this, I'd give the Mask 2 customs.
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# ? Sep 26, 2015 06:01 |
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Go with 2, although the whole section needs tweaks because of the stuff you mentioned earlier. The Mask isn't past the drafting stages and won't be until November. There's probably enough to play with but it's not a perfect fit with the system.
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# ? Sep 26, 2015 06:02 |
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I backed this game and have had a ton of fun reading through the previews, but I haven't really been able to get my head around how conflicts are set up and resolved. Let's say the Fellowship is on a Journey, and a player sets the scene by saying "As the sun falls, we take shelter by a wayside inn". I then play the cut Reveal an unwelcome truth by saying "The inn has been visited by a squad of the Overlord's soldiers, who have commandeered the best tables and ale for their own pleasure. The regular patrons sit in the corner staring downwards into their cups while the Innkeep stands behind the bar shakily pouring more drinks. The most ornately dressed soldier eyes your ragtag group with great suspicion." If this scenario went to combat, would I quickly whip up some stat blocks like: code:
Likewise, the Fellowship's Overcome move doesn't mention dealing damage, so the only way to actually remove an enemy from combat is by using Finish Them. That requires the player to have advantage over the enemy, and advantage isn't so much a specific mechanic as it is acknowledging when the situation has changed to be in the Fellowship's favor. The Men at Arms only have one stat, so they get destroyed on a 7+ when it is damaged, but the Sergeant would need to be hit by a 10+ roll to be destroyed in one go, correct? This makes sense for combat, but I'm confused about how that works for Set Pieces and Barriers - if the only way for the Fellowship to deal damage to the Mountain Range's Hidden Tunnel stat is through Finish Them, then that means that Blood is the best stat for find secrets and solve riddles while Sense and Wisdom can only help you get advantage.
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# ? Sep 26, 2015 21:15 |
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I would give the soldiers a stat and a threat, even if that threat is something helpful to the Fellowship. That way, if they end up recruiting the guards somehow, the guards have a stat to use as Companions. The Overlord can also use cuts to Damage NPCs or Set Pieces or Barriers if the party does something that would logically do so. You make a cut that logically follows.
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# ? Sep 26, 2015 21:17 |
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So if the Fellowship wanted to find the hidden pass, any of them could roll to overcome it, pay a price if needed, and the Overlord would damage it out because it stopped being a threat? Would this be a better stat block for the group of soldiers? code:
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# ? Sep 26, 2015 22:19 |
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That's right. Pretty much, yeah! And then that soldier is also probably no longer a threat, since all their stats are damaged.
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# ? Sep 26, 2015 22:35 |
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Scrree posted:So if the Fellowship wanted to find the hidden pass, any of them could roll to overcome it, pay a price if needed, and the Overlord would damage it out because it stopped being a threat? The other option is you could use a single entity to represent the entire squad, with each damage-able stat representing a reason the squad is a problem. Then you might have something like - Enforcer squad A band of cut-throats wearing uniforms that gives them even more courage than normal. Traits - Flashing Blades - If a player rolls 6 or less while the squad is nearby, they must Pay a Price in addition to all other results. Well-armed - The enforcers have military-grade gear and no real qualms about using it for the most trivial reasons. Intimidating - Nearby NPCs are unwilling to assist the players in opposing the Enforcers. Badge - They are the Law. Unfortunately. Stubborn - These men and women have been made strong by a hard life and are not easily swayed from their actions by word or blows. The Enforcers will flee the scene if any three of their traits are damaged.
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# ? Sep 28, 2015 07:03 |
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If you want to look at "Two Characters, one Player", may I reccommend "The Twins?" https://drive.google.com/file/d/0B1iTjRUomaBXTi1kSVFyZkFFN2s/view?usp=sharing
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# ? Sep 28, 2015 17:15 |
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The Six Feats Under podcast recorded a Fellowship session, and it got posted earlier today! Playing the Giant was a lot of fun, and I can't wait to revisit these characters.gnome7 posted:Fellowship
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# ? Oct 3, 2015 03:45 |
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^^^I listened to this, it sounded like a lot of fun. Really looking forward to running this for my group in the future. And the Kickstarter total broke $14,000, so we're up to two playbook votes.
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# ? Oct 3, 2015 18:10 |
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Gnome, what playbook ideas are your favorites?
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# ? Oct 3, 2015 22:32 |
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Of the voter ones? I think The Spider is my pet favorite, but The Pair is the one I like the most from a conceptual level. But I didn't put anything on the list I didn't like, and I have ideas for all of them. I was actually just working today on writing up a move or two for each concept so there'd be something more solid to vote on come next week.
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# ? Oct 4, 2015 00:06 |
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https://www.kickstarter.com/projects/1552912590/fellowship-a-tabletop-adventure-game/posts/1372502 Final kickstarter update before funding is over! This one is full of previews for the next draft of the book, you don't want to miss it. We're in the last 8 hours now, and it's been a fantastic campaign. Thanks all!
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# ? Oct 4, 2015 22:12 |
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I'm liking the major overhauls, especially to the Squire, and I'm glad to see you're willing to make such large steps to change the book up in the spots it needs it!
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# ? Oct 4, 2015 22:39 |
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Yea one reason I like backing your stuff is genuinely knowing player feedback matters during the KS. Digging the new squire a lot, and that Halfling move is fantastic.
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# ? Oct 4, 2015 22:54 |
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I posted this before in the KS comments but I like how the changes to Overcome and Finish them make the game a lot less lethal, since befriending, forcing surrender, humiliating and capturing are more mechanically represented. Undertale must have really rubbed off on you. Anyway, I've been updating the mask based on feedback and made some bigger changes, but need a bit of advice. I'm trying to make a new background to replace remnant with a Hidden War one, based on The Overlord conquering in secret and people resisting from the shadows, but I cannot come up with a move for it at all. Maybe something with Get Away or the Real you? If I can't get it I'll try something about being scavengers in a post-cataclysm area but that doesn't fit with the personality of the class. There's also a couple of moves to replace the boring ones that I'm not sure about. They fit with the class but quote:Split Personality quote:One Hand Behind My Back Aside from that it's a replacement for revolution where you've been cursed, and some gear minutia. Wrestlepig fucked around with this message at 00:10 on Oct 5, 2015 |
# ? Oct 4, 2015 23:22 |
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Yeah really liking the changes and the way the game is shaping up. Overcome and Finish Them make a lot more sense now. Just upped my pledge by a few bucks; hopefully enough people do the same to push up over the next stretch goal.
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# ? Oct 4, 2015 23:23 |
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quote:Putting on the mask radically changes how you act, and possibly even who you are. You’ve got two sets of stats and: One for the Real You, and one for the Persona. You may also take a new agenda, that you swap in when the Persona. Any Damage you take carries over. It'd be easier if you get to swap one stat for another, instead of all stats. That's how it works for The Janus in "Masks: The New Generation".
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# ? Oct 5, 2015 01:16 |
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We got three votes now for democracy!
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# ? Oct 5, 2015 13:38 |
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I really dig the idea of the Remnant. I like undead things so the ghoul and the spirit both appealed to me but the Remnant really feels like a classic archetype from this kind of fiction, like the Heir and the Harbinger and so on. Really all of the options are good but I like that one the best.
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# ? Oct 5, 2015 21:07 |
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Congrats on your funding, gnome! Now that you've done two kickstarters for PBTA (or PBTA inspired) games, what advice from experience would you give to someone looking to make their own? I've been having some ideas clawing at my mind, and am interested to know about any design a-has or pitfalls you've encountered, like "death to ability scores" and sticking with flat +/-s, never going too high or low, making sure all the core moves are actually core to the game, and the like.
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# ? Oct 5, 2015 22:12 |
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I am absolutely no good at general advice questions like this. There's so many different ways to go and sometimes you just need to take a design decision and stick with it. Number one thing I've learned, though: Question everything. Ask yourself "Why is this in my game" about every, single, thing. If you cannot answer that question, remove it. You don't need it. Do something else. Second question: "What purpose does this have? Is it fulfilling that purpose?" If you cannot answer the first question, remove it. If you say "no" or "not quite" to that second question, change it. Sometimes you won't be able to answer this question until playtesting, and that's okay. That's what it's for. Number two thing I've learned: Sometimes you need to stop tinkering and just release the thing. Otherwise you'll just sit on it forever and it won't get finished.
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# ? Oct 6, 2015 02:11 |
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Glad to see this funded! I like the changes you've put in the backer comments. I actually didn't realize Pay the Price wasn't supposed to be used like that and it's good to have clarification as to how often you're supposed to make bonds. I'm also interested in seeing how the votes go! I wish they weren't just over Thanksgiving though; I'm travelling so I'll have to figure out if I can vote on my phone or something. Do you know if that'll work?
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# ? Oct 6, 2015 08:57 |
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I have no idea! I ran a test poll a couple weeks ago. The results are over but you should still be able to access the poll and throw in a fake ballot: http://www.demochoice.org/dcballot.php?poll=Fellowtest If you can access that via model, then yes. If not, then maybe I'll extend it a couple days for anyone who was gone over the weekend. I didn't even think about canadian thanksgiving; the USA's Thanksgiving is still six weeks away.
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# ? Oct 6, 2015 17:15 |
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OK first off this game absolutely rules, our group currently consists of a rock hopper penguin from the half-submerged USS Missouri, his aquatic dog Atlantis, and an orc from an ancient tech park on tank treads who believes that business is literally war, against the forces of the sneering Plantmaster. I don't look forward to trying to suppressing "ok these elves are cool, but what if they were from the moon, and wrote poetry with starlight?" questions in more rigidly codified games. I kind of have some really basic rules questions though, things that we just couldn't get a clarification on. If you hit the Overlord with a 10+ Finish Them, what happens? We weren't 100% sure if the attacker just damages a Threat to the World, or explodes in a way the attacker chooses, so we compromised by damaging a Threat and having him be humiliated in a way the attacker chose. Do you use Overcome or Get Away to traverse a dangerous or precarious area, like, say, a Castlevania clock tower in a clockwork giant's head with flying medusa heads? If I try to catch a falling flamethrower on a spear, should I roll something to not hit the tank or does that just happen? I know that there is very specifically not a replacement for DW's Defy Danger, but what should we do when something just feels like it needs a roll to have more risk? Do you just form new Bonds within the Fellowship when it sounds right, or is there more of a mechanic for that? What about with the Overlord? Should you ever have a Bond going toward the Overlord?
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# ? Oct 8, 2015 07:13 |
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The Overlord's ruling on being hit with a Destroy Them result is in their Threats to the World move: "Your Threats to the World also function as your stats. When you would take damage or be destroyed, you damage one of your Threats, and you lose that threat until you heal." All it does is damage them - the main difference between the 10+ and 7-9 results against the Overlord are that you don't lose your advantage. You use Get Away when you want to escape a situation. You use Overcome when you need to prevent harm. So if you're dodging through a dangerous place, you need to Overcome the harm the place is throwing at you to get through. You'd roll to Get Away if you decided to turn around and leave, or duck and hide until the problem goes away (which probably wouldn't work in the clocktower example). UNLESS, you have the Squire's Run For It move, which lets you Get Away by running right past or right through the danger. If you need a catch-all move for doing something risky, roll Overcome to prevent the harm of the risky maneuver. The fellowship should form bonds with each other basically whenever feels right, yes. You should be doing it regularly. For the Overlord, they have different rules for Forging Bonds - they Forge a Bond with a player whenever they cause serious harm to them, and they form a Bond with NPCs when they level up. For the fellowship, forging their own bonds with the Overlord does not inherently come with any downsides and could, in fact, be a source of power and leverage against them. So that's worth doing.
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# ? Oct 8, 2015 16:53 |
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gnome7 posted:If you need a catch-all move for doing something risky, roll Overcome to prevent the harm of the risky maneuver. In the update, you said you changed Finish Them to be the multi-stat move because everybody always made Blood one of their high stats in order to contribute, but if Overcome is the general "do a thing" move, won't that still be true? It seems weird that somebody with, say, high Grace wouldn't be good at jumping through traps or whatever because Blood is the stat they have to use. Or if they're "overcoming" a more social obstacle, but it doesn't really match up with "Speak Softly" they can't use Wisdom. Edit: thinking about it, I realized Finish Them actually works as a "do a thing" move, just with the obstacle being the thing you're finishing. And overcome should be entirely reactionary. What was throwing me off was the example for overcome in the "overcome vs distraction" infobox being jumping over a pit. I don't think it's a great example because a pit isnt really something you react to, it's just kind of there. Ergonomix fucked around with this message at 20:15 on Oct 8, 2015 |
# ? Oct 8, 2015 18:07 |
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OK awesome, I had the feeling we were on the right track but I wanted to make 100% sure we were doing everything 'right' since the system is still basically in shakedown. Also everything about the Orc is perfect and immaculate, that's not a question that's just something I wanted to say.
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# ? Oct 8, 2015 20:32 |
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Another rules question! The Overcome vs Keep Them Busy sidebar says this:quote:Overcome is used when you need to stop something right here, right now. Overcome defeats a single action, and it is reactive - the player must Overcome something that is already happening. Even if you overcome it in a proactive way, such as "I leap over the pit in my way," the move revolves around reacting to and defeating danger as it comes to you. Yet the move Overcome says this: quote:When you attempt to avoid, redirect, or prevent the harm something will cause, roll +Blood. You can Overcome any obstacle, threat, Cut, or Move made against you or an ally, if you are in a position to act against it and have the means to stop it. I can understand paying a price to make it over, but I don't get what happens if you take the 7-9 option to make a temporary solution when jumping over a pit. What would happen in a situation like that? E: gently caress, Ergo edited the pit example into their post when I wasn't looking. Oh well, consider this reiteration then.
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# ? Oct 8, 2015 20:38 |
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EscortMission posted:Also everything about the Orc is perfect and immaculate, that's not a question that's just something I wanted to say. Thanks to the Spawn of Darkness option, my wife is now playing an orc, and all orcs are malleable, sapient slime molds that only take humanoid form around other races to make them feel less uncomfortable. Also her junk cannon is literally engulfing then regurgitating whatever’s nearby at dangerous speeds. And she is planning on making heavy use of Iron Stomach to eat anything that her character can conceivably wrap herself around, regardless of whether she's Filling Her Belly or not. I mean, the other playbooks aren't boring, but the Orc just seems to inspire greatness.
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# ? Oct 9, 2015 16:59 |
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So in the case of the pit, it would make more sense to use Grace to Finish It? Man these rules are getting abstract.
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# ? Oct 9, 2015 17:25 |
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I think based on Finish Them rules, any stat could be justified. Leap over through sheer leg strength with Blood, get lucky and avoid it with Courage, nimbly and acrobatically get over it with Grace, find a way around with Sense, quickly come up with a plan to patch it up with Wisdom, fall in and climb out grumbling but unharmed with Iron, and blow it up or something with Doom. Some are a stretch, but they could be made to work in the narrative. Main thing is how much you wanna lean on a character finding a safe route with Sense or MacGuyvering up a solution with Wisdom, which could seem a bit silly. I imagine it would work if you presented it as using the environment to your advantage rather than burning gear.
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# ? Oct 9, 2015 17:34 |
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The more I think on it the more the pit example just isn't good. SO. TIME TO RETHINK IT SOME. So the five basic moves for getting through a problem are: Finish Them: To attempt to defeat or get rid of something forever. Overcome: To react to danger. Keep Them Busy: To proactively stall danger. Get Away: To run away from or avoid danger. Talk Sense: To ask for help/convince someone to do something for you. So for the pit example, Get Away is the best answer. You aren't Finishing It because it's still gonna be there, it'll still be in everyone else's way, and you might need to deal with it again on the way back. You would instead Overcome it if the pit, say, suddenly opened up underneath you and you needed to do something to prevent the fall from seriously harming you. But leaping over it is Get Away, and the only option you need to pick to succeed is to get there Quickly, Avoiding Harm. I'll need to change up and possibly extend that sidebar about this. gnome7 fucked around with this message at 07:56 on Oct 29, 2015 |
# ? Oct 9, 2015 17:34 |
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It seems reasonable that anything that would permanently dispose of it as a threat (making a bridge, finding an alternate path, filling it up, whatever is fictionally appropriate) should be handled by Finishing It. Temporary or party member specific solutions would be Get Away or just happen, following the fiction.
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# ? Oct 9, 2015 18:25 |
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# ? May 12, 2024 23:46 |
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I am not so sure. If one's solution to the problem is climbing down the hole and climbing up on the other side, why would you use Grace for something that is pure muscle work?
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# ? Oct 9, 2015 18:44 |