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Posted By: Andrew KenrickThanks once again for running the game - I think this might be the first time someone other than me has ran it, and that's really quite interesting to see. I'd love to hear more thoughts about it. So what worked? What didn't?
Posted By: SouthpawMechanically I think the most difficult part for us was figuring out when and how to turnVengeanceinto a new trait. In the end we decided to simply dropVengeanceby one at the beginning of each scene and either adding to an existing trait likeThe Gunor creating a new one (likeQuick).
Posted By: SouthpawThere was a pretty high ick factor in the penultimate scene, which I believe made the game a lot better, though it was pretty disturbing at the time.
Posted By: SouthpawI find myself quite curious as to how the game would work with more than just our player-base of two. I tried to keep the scene-setting varied, and I believe I succeeded, but nothing beats having different people at the table with very different ideas about how things should go.
Posted By: Southpaw
The sheriff went home and Zach's buddies broke him out. We ended it with Zach saying, "I ain't ridin' anywhere just yet. I got a social call to make."
Posted By: Andrew KenrickI've changed it so that there are always 6 antagonists and 1 protagonist. With 2 players, 1 player plays the protag, the other plays all the others, one by one. With more players, you just share out the antagonists, and people get to chime in and play npcs too, although I've found they don't, generally. The sweet spot seems to be 4 players - that way the antagonists get to play 2 each, which keeps the space between people doing stuff to a minimum.
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