Monday, February 12, 2018

Divining Game: Part Two

Peep Part One Here! Context FTW!

Giving up after 1 failed attempt is for quitters. Or something like that.

Maybe it's more along the lines that you hyped a game to a dear friend who bothered that very game's creator to express ship a copy so you could all play at a party and then kinda . . . not shit-all-over-it . . more, lightly farted at it?
(Also, I think I should have typed "Kyle, The Man With the Weave Tattoo" as it sounds more grand with caps.
Here is The Legend himself
CONTEXT FOR THAT, HERE

And now I need to read EVERYTHING about Weave Society, hadn't heard of it yet. THANKS!)

I still loved this system and what I thought it could accomplish, and I dig Kyle, The Man With the Weave Tattoo's style & composure, so looked within myself, to make SURE the next session was a success.

Wednesday, January 31, 2018

D and December 2017: Week 4 - Day 5(Belated)

5- Power of the Divine
Casting consecrate which drops a bunch of orcs, and also a half the party, who were 
not good-aligned


The party was at a military outpost at the edge of the kingdom, when an orc raiding party ambushed the encampment and attempted to kidnap the Commander.
Through the course of the encounter, everything on the board had damage on it, PC's & baddies included.

A squad of the orcs were carrying off the unconscious commander, and were nearing the gate.
The cleric looked around and thought, yes, this is my time.

(Pathfinder rules) he dropped a Holy Smite on the group of orcs carrying their hostage, which also included the rest of the party. All of whom were Neutral aligned, except for the Cavalier, so EVERYTHING(Except the Cavalier and the unconscious Commander) in the 20ft radius had to make saves, and took various amounts of damage.

After a moment of making saves against their own cleric's spell, the rogue(of course) expressed incredulity ("What the Fuck, Pablo!?") to which he plainly replied " maybe if they were better people, they wouldn't have gotten hurt."
The Cavalier did not help either with something along the lines of "see!? Pick a side. Stop with all the neutral crap. Dedicate to a cause, like me!"

D and December 2017: Week 4 - Day 4(Belated)

4- Trinkets and Treasures

one copper piece, given to myself, that I kept in my hat, that was 5 feet tall


The infamous bard, Ran Dansin (the first, the original), had a top hat that was a relic won from the Mad Hatter on another plane, after the Mad Hatter let it slip there was more than one of them in existence, he was able to ask for one as compensation for besting him at tea/chess.
There was a 70% chance to pull out a random mundane item, 20% to pull out a random uncommon item, 5% a rare, and last 5% truly unique item.
Over the course of a campaign this hat provided, smelly cheese, a perfect red rose, a flask of water, shards of glass, a swarm of sturges, an assortment of Jackalopes, and a wee-jeenie.

One time, Ran was pulled into the hat, and plopped into the hand of a giant. This giant looked just like him. The Giant Ran proceeded to jab at him and say, "I wish for greater physical prowess, specifically Strength, Dexterity & Constitution, much as a magical tome might provide".
Ran replied "I can not grant you this, for I am but a traveler, and have not the ability to bestow it."
"What!?" exclaimed the Giant Ran. "You're not a wee-jeenie?"
"No, I'm Ran Dansin, Troubadour Extra-Ordinare"
"So am I, and each time I've reached into this hat, I've pulled out a wee-jeenie"
"Really? All I get is bullshit."
"Oh, that's too bad."
"Hey, as one Ran to another, don't suppose you could spare some money? Gold, gems, that sort of thing?"
"How does a copper sound" asked the Giant Ran, producing an immense copper coin.
"Sounds fine"! Original Ran lashed it with rope, tied on end to his wrist like a surf board, and was placed back in the Hat.
They kept it hooked to the brim of the hat(from the inside) till they were able to find a smithy that broke it into bars and paid them in platinum for it's worth.

D and December 2017: Week 4 - Day 3(Belated)

3- Arcane Casting
Smell the magic


I'm a fan of casters of all flavors. The ability to manipulate -other- forces in the universe is a fascinating thing to embody.

But, one of my favorite "magic" abilities, was that somehow, it became a joke that one of my Bards could detect magic via olfactory senses. It would result in various schools having aromas with a plethora of notes depending on caster, alignment, and resulting spell.
It became such a prevalent house rule, through most of 3.5, across multiple Groups (and into Pathfinder, if I recall) any full or half-human with the last name "Dansin"(or at least this bloodline) had to burn a/take the feat to gain Detect Magic if they didn't have it from the class, to denote this heritage (Arcane Talent for Pathfinder & Mystic Atunment? for 3.5)

Every so often it still comes up, asking if it *sniff sniff* reeks of conjuration, *big inhale - cough * Illusion. *gak*

D and December 2017: Week 4 - Day 2(Belated)

2- Mimic/Trap
“Today I prepared Explosive Runes . . .”


Many years of playing & Gming, you create, steal & encounter numerous traps, some even become punch lines (as above).
That exact joke ran for years in a game, and never happened.
So, I decided it must be executed.
An Admantine Spellbook, with false "pages", that contained an actual spellbook (like a book safe), but the first "page" had Explosive Runes cast on it, so it could blow up in the holder's face and not damage the actual spellbook locked inside.

Similarly, having a delayed fireball as part of a treasure chest or secure room is a ton of fun as the group thinks they got past the trap, only to realize it had been sprung.

Another favorite is the "invisible wall".
It bisects a room or hallway, it's dimensions are 2 feet off the ground to 8 feet off the ground.
The trick is to describe it so that the party has to think about it/try different ways to "see"/work with the wall, to get over or under it.
This can be expanded as desired for more insidious uses (making the wall "deeper" so they have to crawl under for a distance, or across the top of it, place items or creatures in it/around it, etc)

Tuesday, January 30, 2018

Divining Game: Part One

A recount & impressions of my introduction to, and then first game of, Monocle Society's pseudo Card-Based/Digital RPG: Weave.

For those who may not know, I am a voracious fan & supporter of Penny Arcade and most of it's projects. Including Acquisitions Incorporated, as I've been following the main game since the first podcast and anticipating episode 3 of season 2 of the C-Team. As well as PATV in general, as I long to attend a PAX(I watch the above mentioned games, Jackbox, Q&A's & the vignettes) and the wife & I were glued weekly to our screens for the entire season of Strip Search.
With that in mind, I don't usually watch the live-streams of board games or video games, as I lean towards curated content.
However, I saw the tag line "Storytelling Redefined" and the very schmexy artwork for Weave, so moused over the vid.



Tycho & Eric as players were a good indicator, it was likely to be an RPG, and then Tycho said "Tarot" and the young, stifled, darkling portion of my tired, jaded heart skipped. I saw phones were involved to scan the cards, with a visually engaging app interface, and was hooked.
I watched the entire episode in one go, and the next day, when hanging out with my friend, fellow GM and "weekend co-warrior", LoL(Nickname) I blathered on about the cool RPG using phones, dice & a Tarot deck.
Next I knew, LoL was hosting a New Years Eve party, and had ordered Weave for us to play that night. She'd also watched the PA Stream, to my surprise, so was also hooked. (Shout out to Kyle, the man with the Weave tattoo, for helping get us the game on time for the new-years shindig!).
And so, we played . . . .

D and December 2017: Week 4 - Day 1(Belated)

Week 4 - Magic, Items, and Enchantment
1- A Magic Weapon
Bob, Ned, Ziggy

House Rule, as of our 3.0e days -
Should any item be of +3 power or higher (such as armor, weapons or items of equal 
cost/power to create) it was to be named, either when purchased/created by a PC, or 
by the GM before granting it to the players/NPC’s.

Some Favorites Include -
“The Ziggler” - a +1, keen, quicksilvered Elven Court Blade, which was a 2 hander with base 
18-20 crit, wielded by a Duelist with Improved Crit. As our group understood it on 3.0(later 
fixed in 3.5) the crit bonuses stacked, so a roll of 11 or higher threatened a crit (Keen 
doubled a weapons threat, as did Improved Crit, so we added those, and quicksilvered gave 
1 more to the range, 20-3-3-3-1=11)

“ Jackamo’s Last Laugh “ - was a paired brace of rapiers with Dueling, Greyflame & “impact” 
which was a homebrew to give the equivalent of fiery/frost, but as force damage(such as a 
Magic Missile). The two swords sat in the same scabbard as they seemed to be just one, 
unless unhooked, which took a move action, or a slight of hand check.

“Ned” - Colossal sized, +3 sap. This was the weapon of a Barbarian in our “Shenanigans 
Campaign” that was his punching bag with a smiley face painted on it.

And

A +2, returning, thundering, boomerang - “Stunbob the Stop Stick”