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Posted By: xenopulsethe players split up evenly and only aided one another once before one of the Threats was defeated.
Posted By: xenopulseWhat really impressed me here was how the three Hunters got into their characters and the setting (aka the "character-heavy, setting-relevant context"), as they ultimately appealed to the cultists' tribal roots, that is, the pride of free men who only follow true leaders, and only as long as the leaders are strong and sane.
Posted By: xenopulseAs a note, we used the lower Strike cost hack (4 AP per D6), which worked out very well for a short game (thanks to dyjoots for coming up with it, if I don't misremember--I can't find the post for that now). I think I might use it from now on when I demo the game, even as I don't have enough data yet to see how it would work for longer-running games. It does speed up the challenge, but it also leads to more damage to the Hunters (the Spider-God inflicted incapacitating damage on Olor with its first Strike).
Posted By: MelinglorChristian said that for the final battle in an adventure, combatants can stay conscious and "push on" through Incapacitating damage. Not sure if that's RAW or a hack
Posted By: MelinglorAre there enough variety of challenges that we'd have to refigure that strategy to match our foe?
Posted By: MaedhrosHad it not been a demo game there probably would have been more of this
Posted By: MaedhrosOne potential hack I've been mulling is the possibility of switching conflict types.
Posted By: xenopulseIt's like this: the tactical choices, mechanically, are limited. They have a sufficient amount of variety for different challenges (depending also on how the Challenger builds the adversity). If I put more options in on that end, however, the focus of the game--the creative maneuvers--might be overshadowed. Most of the actions should be offensive maneuvers, so that the tactics play out vis-a-vis the fiction, not the mechanics.
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