The intrepid band of adventurers encountered the mysterious Akknals for the first time in the form of a hunting party. Both groups realized the other was out there, but some on both sides managed to be surprised nonetheless. The skirmish set up the night's festivities well and got them into the spirit of it. They found the secret passage into the former dwarven citadel and encountered a large party of Akknal warriors and a Shaman trying to batter down a door.
First off, the fight was fabulous. I have to make some minor adjustments here and there, but it flowed quickly and had a good rhythm. I modified how critical damage is done to not make it so punative over the long haul while still keeping its short term kick in the pants. Now it is something that could very well end your combat, but if for whatever reason you do recover from it, you will not be completely out of everything afterward.
The players had a lot of fun and the system was able to accomodate narrative combat actions quite easily, such as when the (foolhardy) wizard decided to run after the fleeing Akknal hunter and tackle him before he could alert others, or when the sorcerer transformed back to human form from his animal shape under the Sorcerer, knocking him over. The players had some suggestions and I saw some things that needed fixing, but overall it was a resounding success.
World of Esaene (ENWorld)
Showing posts with label Alpha. Show all posts
Showing posts with label Alpha. Show all posts
Monday, August 14, 2006
Wednesday, August 09, 2006
Alpha Game 4
We were missing two participants on Monday - Brian (Isaac the fighter) and Rich (Demetrius the Hunter) which was good and bad. The three spellcasters were in attendance, so we used the time to come up with tradition feats for each - one wizard, one sorcerer, one spellsword. After that was done, we had a side-plot that happened sometime in the night.
Jess, the Wizard, was on watch when he noticed a fog roll in and the strange sound of bells. He tried to wake everyone up, but only the sorcerer, Aren, and the spellsword, Capernius, would wake. They encountered a young girl singing to herself while sitting on a rock, brushing her hair. They approached and were immediately caught in the snare of a charm spell, making them feel happy and friendly towards this strange girl.
Meanwhile, her friend was looking through the camp until he found an old curved blade made of strange metal. The three spellcasters noticed this and started to move his way when the girl, bored with her song, threw a knife at Aren. The three spellcasters got into a solid fight with the Elves. Capernius was gutted pretty well by one of them while Jess the wizard got into an extended grapple with the girl. Aren managed to barely take care of the elf who nearly killed Capernius before Jess was finally able to overpower the girl and stab her to death.
The grapple test went really well and it was a nice magic test too.
Jess, the Wizard, was on watch when he noticed a fog roll in and the strange sound of bells. He tried to wake everyone up, but only the sorcerer, Aren, and the spellsword, Capernius, would wake. They encountered a young girl singing to herself while sitting on a rock, brushing her hair. They approached and were immediately caught in the snare of a charm spell, making them feel happy and friendly towards this strange girl.
Meanwhile, her friend was looking through the camp until he found an old curved blade made of strange metal. The three spellcasters noticed this and started to move his way when the girl, bored with her song, threw a knife at Aren. The three spellcasters got into a solid fight with the Elves. Capernius was gutted pretty well by one of them while Jess the wizard got into an extended grapple with the girl. Aren managed to barely take care of the elf who nearly killed Capernius before Jess was finally able to overpower the girl and stab her to death.
The grapple test went really well and it was a nice magic test too.
Tuesday, August 01, 2006
Alpha Game 3
The characters got to explore some more of the Shattered Sea as they were retained on an expedition to find some ruins in the north. On their way, a storm forced them to take shelter in the city of Mara, a now-decaying port that was once the jewel of the sea.
There, in a small tavern called the Goddess' Arms, they met a small contingent of dwarves - the first they had ever seen. The dwarves had more gold than the party members had ever seen too, which got them greedy. They learned a little bit about dwarven culture in some pretty funny bits of dialog and discovered the dwarves were refugees - fleeing from their stronghold in the north from a tribe called the Akknals. They entered into an agreement with the dwarves, via a dwarf named Garek, to retrieve a blackwood chest from within the vault of the stronghold in exchange for a reward. The party was headed that direction anyway, so they agreed to the quest.
They went north and docked their ship in a small hidden cove, making the all-day trek to the ruins. Demetrius got to show off his survival skills by providing for the party with some hunting and keeping them from freezing to death. In the ruins, they found an ancient hill fort and what looked to be a temple complex. Area transformed into a bird and scouted the area, noticing magic in the hill fort. The party examined that area while the sailors looked at the temple.
At the hill fort they encountered a large horned giant (a troll) with a club. Half the party and the troll were surprised - Demetrius and Capernius downed him with two pin-point shots with their bows after doing nothing to him in the surprise round. Jess detected silver under a large stone and moved it over with Isaac's help, finding a silver medallion with an iron spike driven through the center. They also discovered the stone was somewhat magnetic.
After knocking down an additional stone (number 13), Ares warned them to not touch the stones any further and not disturb the medallions. They reluctantly agreed and headed back to the temple, where the sailors had uncovered a cache of treasure and were busy gathering it up. They plan to approach the dwarven fortress the next morning and retrieve the darkwood box.
The characters all advanced up to third level and I'm still messing with the magic system. If I can get the rules cohesive enough in one week's time, I may attempt to make it up to GenCon and run some demo games at the Matrix booth. Right now, I'm not comfortable with them to really do that at all, so we'll have to see.
There, in a small tavern called the Goddess' Arms, they met a small contingent of dwarves - the first they had ever seen. The dwarves had more gold than the party members had ever seen too, which got them greedy. They learned a little bit about dwarven culture in some pretty funny bits of dialog and discovered the dwarves were refugees - fleeing from their stronghold in the north from a tribe called the Akknals. They entered into an agreement with the dwarves, via a dwarf named Garek, to retrieve a blackwood chest from within the vault of the stronghold in exchange for a reward. The party was headed that direction anyway, so they agreed to the quest.
They went north and docked their ship in a small hidden cove, making the all-day trek to the ruins. Demetrius got to show off his survival skills by providing for the party with some hunting and keeping them from freezing to death. In the ruins, they found an ancient hill fort and what looked to be a temple complex. Area transformed into a bird and scouted the area, noticing magic in the hill fort. The party examined that area while the sailors looked at the temple.
At the hill fort they encountered a large horned giant (a troll) with a club. Half the party and the troll were surprised - Demetrius and Capernius downed him with two pin-point shots with their bows after doing nothing to him in the surprise round. Jess detected silver under a large stone and moved it over with Isaac's help, finding a silver medallion with an iron spike driven through the center. They also discovered the stone was somewhat magnetic.
After knocking down an additional stone (number 13), Ares warned them to not touch the stones any further and not disturb the medallions. They reluctantly agreed and headed back to the temple, where the sailors had uncovered a cache of treasure and were busy gathering it up. They plan to approach the dwarven fortress the next morning and retrieve the darkwood box.
The characters all advanced up to third level and I'm still messing with the magic system. If I can get the rules cohesive enough in one week's time, I may attempt to make it up to GenCon and run some demo games at the Matrix booth. Right now, I'm not comfortable with them to really do that at all, so we'll have to see.
Monday, July 24, 2006
Alpha game 2
Everyone had a blast tonight. I made some changes to some basic premises of the game - ability scores always give a positive modifier, so I had to raise the DC of just about everything by 5.
In tonight's story, Isaac - the son of a rich noble, but weak and gullible in his eyes - was conned not once, but twice by the beautiful Zatina. Jess was arrested for running out on his debts after Isaac unwittingly led a bounty hunter back to the inn. His debt was paid off by the mysterious Mr. Haron, who now holds the key to Jess' future. Capernius "the Just" (aka Capernius the Gullible after the situation with Zatina) made some inroads with the Templars of Valar and the group found work - the first job being an elaborate con by Zatina that made them the patsies for her crime, the second a boat headed north for an expedition into newly discovered ruins. Luckily, the boat was leaving the morning after the Zatina situation.
The mysterious deaths of clergy continued and they finally put a name to the threat - a bean sidhe, legendary harbinger of death native to the Breen highlands, Demetrius' homeland.
The high point of the evening from a gaming perspective was the beliefs. I'm going to work on them some more, but right now the group is using the concept right out of Burning Wheel.
Isaac believes his father was a weak man and a failure, even to the point where he believes he may be illegitimate. He also believes greatness can be achieved through daring a guile and he must do everything to escape his father's shadow. The temptress and grifter, Zatina, was a good tool to bring forth Isaac's own shortcomings and force him to face it. It worked really well and he is really engaged with the character and his love/hate interest, Zatina.
Demetrius also has father problems - he is trying to escape the long shadow his father casts over him and prove that the sins of his father do not reflect on him. His problems stem from his homeland and he is being dragged deeper and deeper into who his people are, their strange beliefs, and the mysteries going on through two siblings, Haldis and Kaelin, that he keeps seeing all over town.
Jesseldar Gianas, or Jess, cannot see beyond the shine of the coin. He believes he can run from any debt and that money is the end, not just a means. The bounty hunter with an Imperial Warrant immediately brought him into a situation that was close to his character's center and the paying off of the debt by a mysterious crime lord embroils him further into dangerous territory.
Capernius is consumed by the church and has, almost on his own, been investigating the murder of the priest and several other clergy members since he has been in town. He believes that he has been chosen by God for some special purpose and is pretty self-driving in that respect. His interactions with church members are always very interesting from a story perspective.
Aren has been the most difficult so far, but I think that has been more of a timing issue than anything else. He is another character who believes he has been "chosen" for greater things - instead of the Lord of the Valarian church, it is by the spirits of Silea, his homeland. He is actively searching for the culprit who is trying to destroy his home at the behest of his spirit guides.
It's a nice mechanic that really brings the characters in the game and it really worked out well from a storytelling perspective. I had a few ideas of things I wanted to do tonight, but mostly it was working with the various beliefs and getting them on a roll.
In tonight's story, Isaac - the son of a rich noble, but weak and gullible in his eyes - was conned not once, but twice by the beautiful Zatina. Jess was arrested for running out on his debts after Isaac unwittingly led a bounty hunter back to the inn. His debt was paid off by the mysterious Mr. Haron, who now holds the key to Jess' future. Capernius "the Just" (aka Capernius the Gullible after the situation with Zatina) made some inroads with the Templars of Valar and the group found work - the first job being an elaborate con by Zatina that made them the patsies for her crime, the second a boat headed north for an expedition into newly discovered ruins. Luckily, the boat was leaving the morning after the Zatina situation.
The mysterious deaths of clergy continued and they finally put a name to the threat - a bean sidhe, legendary harbinger of death native to the Breen highlands, Demetrius' homeland.
The high point of the evening from a gaming perspective was the beliefs. I'm going to work on them some more, but right now the group is using the concept right out of Burning Wheel.
Isaac believes his father was a weak man and a failure, even to the point where he believes he may be illegitimate. He also believes greatness can be achieved through daring a guile and he must do everything to escape his father's shadow. The temptress and grifter, Zatina, was a good tool to bring forth Isaac's own shortcomings and force him to face it. It worked really well and he is really engaged with the character and his love/hate interest, Zatina.
Demetrius also has father problems - he is trying to escape the long shadow his father casts over him and prove that the sins of his father do not reflect on him. His problems stem from his homeland and he is being dragged deeper and deeper into who his people are, their strange beliefs, and the mysteries going on through two siblings, Haldis and Kaelin, that he keeps seeing all over town.
Jesseldar Gianas, or Jess, cannot see beyond the shine of the coin. He believes he can run from any debt and that money is the end, not just a means. The bounty hunter with an Imperial Warrant immediately brought him into a situation that was close to his character's center and the paying off of the debt by a mysterious crime lord embroils him further into dangerous territory.
Capernius is consumed by the church and has, almost on his own, been investigating the murder of the priest and several other clergy members since he has been in town. He believes that he has been chosen by God for some special purpose and is pretty self-driving in that respect. His interactions with church members are always very interesting from a story perspective.
Aren has been the most difficult so far, but I think that has been more of a timing issue than anything else. He is another character who believes he has been "chosen" for greater things - instead of the Lord of the Valarian church, it is by the spirits of Silea, his homeland. He is actively searching for the culprit who is trying to destroy his home at the behest of his spirit guides.
It's a nice mechanic that really brings the characters in the game and it really worked out well from a storytelling perspective. I had a few ideas of things I wanted to do tonight, but mostly it was working with the various beliefs and getting them on a roll.
Monday, July 17, 2006
Alpha game 1
The game went OK. These are the characters as of right now:
- Capernius (Scott), an initiate of the Prelacy of Valar from Amara. He is a level 2 Spellsword loosely in the service of the church (he believes he has been chosen by God, although the church doesn't actually recognize him as such).
- Jess (Matt), a wizard of the Guild Moryan, traveling to avoid his various debtors and seeking his fortune by any means necessary. He is a level 2 wizard.
- Demetrius (Rich), a lvl 2 hunter from the outlands of Breen who is seeking his past by finding out who, and what, his father was.
- Isaac (Brian D), a brash nobleman from the Empire who is seeking to overshadow his father and make a name for himself. He is a level 2 fighter.
- Aren (Brian C) is a level 2 sorcerer from the Silean wilds who believes the spirits of the forest chose him as a savior from those who are currently seeking to destroy his homeland.
- Lower the magic DC from 15 to 10.
- Go over the alpha rules to clear up some text and eliminate some errors.
- Clarify the magic rules a bit. Tighten them up.
- Maybe fiddle with the combat mechanic - perhaps introduce a vitality threshold where damage goes into wounds.
Wednesday, July 12, 2006
Alpha Playtest
The rules are to a point to where I am now playtesting them with my gaming group.
It's funny, because I have advanced beyond so many of my previous posts and ideas that they seem kind of alien at this point. Anyway, I'll keep a log of how the playtest is going.
We did some basic character stuff this past Monday (the 10th of July) and the guys are getting used to the changes in the rules. I'm talking with a very talented artist right now and I hope to have some headway in that arena soon. More later.
It's funny, because I have advanced beyond so many of my previous posts and ideas that they seem kind of alien at this point. Anyway, I'll keep a log of how the playtest is going.
We did some basic character stuff this past Monday (the 10th of July) and the guys are getting used to the changes in the rules. I'm talking with a very talented artist right now and I hope to have some headway in that arena soon. More later.
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