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  • by Erik Uriarte
  • Thu, 09/07/2017 - 14:39
  • 1 comments

I just ran a game last night that found the Heroes in Freiburg.  I wanted to develop a way to both allow for a great deal of adventuring, "side quest" potential, the ability to work toward their individual stories, and build out the world.

What I came up with was this:

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  • by Joachim Deneuve...
  • Mon, 09/04/2017 - 05:46
  • 3 comments

As some of you will have seen, the Khitai quickstart has a different set of Attributes to the traditional Brawn, Finesse, Wits, Resolve and Panache.  And they are very different, as they are much more like motivations than characteristics.  Observe:

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  • by Carlo Lope
  • Sat, 08/05/2017 - 18:24
  • 5 comments

I've been thinking about something I read some time ago when people started reviewing the combat system of this edition. There was someone that was upset because there was no way for a player or a villain to alternate between weapon, brawling, improvised weapons, guns during the same combat without having to pay 2 Raises each time you wanted to change, claiming that a swashbuckling game should allow such things.

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YET ANOTHER EDIT: A conversation on Reddit helped clear up that I had seriously misread some aspects of the Corruption and Helpless Mechanics. After some clarification from Mike Curry and Rob Justice (thank you both very much for taking the time!), I think I'm clearer and more comfortable using the rules as is and no longer feel the need for a "No Quarter" rule.

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  • by LibrariaNPC
  • Thu, 01/12/2017 - 13:58
  • 6 comments

Another random discussion with a player and fellow GM lead to this hairbrained idea: Healing/Surgery.

In the first edition, a PC could perform Surgery on party members, and it was almost expected at least SOMEONE would hold that skill to keep everyone patched together.

With the second edition, we only have the Miracle Worker advantage or paying an NPC, and I'd like to change that.

==Medicine and Surgery==

"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic

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  • by Mosswood17
  • Sat, 09/24/2016 - 13:37
  • 1 comments

I was thinking last night about using Consequences as a sort of passive compel (sorry, Fate stripes showing here!). For example, if you had a shadowy figure talking with the Duke you could add the example Consequence that the Duke was framing YOU for his dastardly plan. By spending a Consequence the player says, "Nope, not interested in that storyline". By not spending a Consequence the player says, at minimum, "I care more about what I am doing than buying out of that storyline."

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