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NezziR

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Posts posted by NezziR


  1. Dustin said:

    For what you are getting, it does seem reasonable from a cost perspective. But what about getting new people into the game?

     

    Didn't I read somewhere that 1 box had everything 4 players needed to play? So, the test drive would be using the GMs equipment, right? If two people at your table buy the box you should have enough stuff for more players than can comfortably fit at most tables.


  2. What cost $27.99 in 1985 would cost $55.29 in 2008.
    Also, if you were to buy exactly the same products in 2008 and 1985,
    they would cost you $27.99 and $14.20 respectively.

    Do you want to do another calculation?

     

    What cost $99.95 in 2008 would cost $50.60 in 1985.
    Also, if you were to buy exactly the same products in 1985 and 2008,
    they would cost you $99.95 and $197.06 respectively.

    Do you want to do another calculation?



    www.westegg.com/inflation/


  3. That may be true, but wouldn't you say that the 4 books, the character sheets and the 34 dice would be worth the price of the core set - or no?

    Edit: Say the player needs 2 of the books, the dice, and the character pad. That would be right at around $100.00 for most games.


  4. [in a calm voice] Yeah, I'm not getting it either. I mean, these are some great tools for new (and old) GMs and players, but if you don't like them, if they don't fit into your game or play style, don't use them. I don't understand people complaining just because they are 'available'. Don't like the party sheets? Don't use them. Don't like the tension meter? Don't use it. Don't like the Progress Track? No one's saying you HAVE to use it to play. It's just available for you to use as a tool. If you don't need it and it doesn't add to your game, don't use it - but - it's not fair to say that some other GM or Player wouldn't benefit from it. Think of these extras as 'for them'.

    I don't think it could even be said that the price of the game would go down much (or at all) if you removed things like the party sheets and progress tracker from the box. Consider it an extra and give it to you cat if you don't like it.

    I would guess even the cards are printed in the book and not 100% necessary to play (if they aren't, there will be a player made PDF within days of release). The only thing you can't really set down are the dice. If you've discarded all the tools and you hate the dice, if the cards bother you and you don't like the career choices - guess what - you're playing the wrong game. I would hope everyone will give it a shot, but stick with v2 if it's not for you.

    If WFRPv3 isn't finacially viable there likely won't be another for a very long time (if at all). The publishing days of v1 and v2 are over (moment of silence), no one is going to pick up dev on v2, this is what we have. I for one intend on making the best of it and I hope it gets enough player support to continue or we go back to the dark days of WFRP drought. No new official stuff. That would suck.

    Now, I don't like to end on a negative note, so I'd just like to say that a lot of the discussion (positive and negative) has been very thought provoking. Customers who are upset got that way because they are huge fans of the game. We all have that in common. Before you yell at someone for being negative, try and remember that happy.gif

    Sidebar: When I was a kid we played Warhammer with paper, a pencil, 2 rocks and a stick - and the stick was optional. Some people didn't like the stick and didn't use it. Me, I loved it. I beat my players silly with it every week. Twice. Uphill. Both ways.


  5. In the examples they show the 'Progress Tracker' used as a single line with (in some cases) multiple tokens, representing opposed tests. In the comments under the article, Black Pine noticed that the pieces could also be arranged in a 'cross' configuration. While this may be unnecessary, it could serve as a center piece on your table instead of maps and figures. Here are a few ideas I've had about using the Progress Tracker.

    It could provide a nice visual object on the table to illustrate an encounter. The spacers on the tracker could be used as milestones to indicate an increase in the Party Tension Meter, encounter goals, or force tests. This can cause some real life tension making for some exciting mini-sessions.

    Again, I would probably not use this behind the screen. I use a 8.5"x11" dry erase board for the quick stuff. I would lay the Progress Tracker out as a visual aid for my players to create drama for encounters and scenarios.

    Social:
    This is an opposed social test where the players are trying to make their point while the opposition does the same. You could use skill checks, augmented by the strength of the argument. As the opposition makes his way up the his track, the players make their way across theirs, with up and down shifts based on the success of the rolls and the quality of the roleplay.

    Time Sensitive:
    The example I gave in the preview comments:
    Build the track horizontal and vertical. The vertical track is a raging fire (made of red pieces). Combine it with the creature moral example listed in the article, where you have to run the creatures off and escape before the building burns down. Use black misfortune dice to track the spread of the fire. Maybe have people start taking damage once the fire marker rises above the horizontal plane.

    City Chase:
    You could use the Progress Tracker to conduct a rooftop chase scene. Start a certain number of spaces apart then move the pieces along the track to the right as successes for climbing, jumping, and endurance are passed or failed. This is where the puzzle fit pieces come in handy. You can added on to the track as the chase progresses if it is drawn out. The spacers could be milestones on the chase. When you hit a milestone, roll for a 'chase event' such as a blind alley, an unfortunate slip, a burst of speed, or difficult ground.

    Trap:
    The players are trapped in a room slowly filling with gas. The key to the door is somewhere in the room. Each search roll takes time and increments the gas marker. The difficulty is insanely hard in the beginning and gets easier as the search is conducted. Alternately, you could leave it hard and have spacers that force toughness tests as they are crossed. A failure means someone passes out. The rest keep searching.

    Drinking Game:
    The players are trying to ply information from a town drunkard. The objective is to get him drunk enough to talk, but to get the information before he passes out. You might construct the track in the form of a 'T', with the horizontal track representing the progress of the interrogation and the vertical line representing the fortitude of the drinker. You might add more than one vertical line if the players are drinking as well. Spacers could be places for tests or milestones in the information gathering process.

    I closing, though the Progress Tracker is by no means an 'essential game component', it can provide a great visual aid to manipulate the emotions of your players. My player love mini-games and I love designing them. I'd love to hear other ideas to add to my player torturing arsonal :)

     


  6. Yeah, that's what I was trying to say. Table or not, you can set up the range that's appropriate for the encount - no matter how much space  you actually have. Simply designating range bands on the table should eliminate the need for other types of scaling or measuring. I might keep a measuring stick out for odd situations (just for estimation), but I'm looking forward to trying it out.

    I like the idea that I can make 'medium range' two feet on the table for an outdoor encounter or 10 inches for a dungeon.

    I don't think it's going to be a problem, but if it is, we have the ranges for pretty much everything memorized :)

    Edit: The more I think about this, the more I think we're still going to need some form of distance measuring. Something will have to define the length of a 'range band'. For example, if the players are surrounded and the attackers are in different range bands, then there will have to be some sort of measurement to determine how close each is. It could be as simple as 'A range band is as long as this stick'... I'm not sure. I'll have to see it in action :(

    That brings up other issues, like cover. If I have a fig behind a wall and I say a range band is 'as long as this stick', then does the target still get cover if the attacker is within the sticks lenth? Arg... This is giving me OCD. I can only hope there's a paragraph somewhere about minis.


  7. Our game group meets for our weekly game on Tuesday nights, the night the diaries are released. Tonight we read through the 'Adventure on the move' diary and discussed it as a group. We wanted to know how this would affect our weekly games.

    We have a 600+ square foot game room. We have a specially designed 4x8 table, with shelves under it for books, and a large card table on the side. We have around 10k miniatures and 100s of pieces of terrain and buildings.

    Each week I lay out the scenario and build a table. Tables can range from dungeons to towns to forest clearings, but each encounter is designed from a tactical standpoint. Our table and miniature collection has its roots in tabletop wargaming and so our RPG games generally have a heavy tactical element.

    When I first read the diary I was a bit nervous. I was afraid the use of my miniature collection would be restricted at best. It seems that this new 'Abstract Measurement' system is designed for people with limited space and few or no miniatures. This game could easily be played on a kitchen table, covered with books, and still have plenty of room for elbows.

    After discussing it for a while we found the benefits for people with large collections like us.

    Initially I was a little reluctant to give up my beloved grid and measuring tape. Range, hard corners, and obstacles have become a staple in our games. We sat down and talked about how the new rules might affect our play style.

    Our final conclusion was that we could use this new system to add some versatility to our game table.

    For example, an encounter that takes place on an acre of land, a small village in a clearing. Now, I could build this on my table if wanted to. Clear away the books (banished to the shelf under the table) and lay out the terrain, trees, buildings and obstacles. With the new system all I would need to add would be some range bands. Place some markers on the table then count the number of markers between you and your target.

    For closer environments, like a dungeon, same thing. Factors like light, atmosphere (dust, smoke, etc), ceiling height, and such would make this a much closer environment. Again, simply laying down counters for range bands would handle the situation fine without resorting to counting squares or measuring distances.

    Alternately, we could resolve quick encounters on a small section of the table just by using the range counters as intended.

    • Engaged: Base to Base
    • Close: Occupying adjacent range bands (1 marker between you)
    • Medium: One range band (2 markers) between you

    ...and so on

    It's taking me time to warm up to 'Abstract Measurement'. I need to do it myself, lay it out and get minis in my hand, but it looks workable and may even turn out to be a better way to do it. My game group, whom I thought would resist it, seems optimistic.


  8. Sunatet said:

    I'm glad it helps gran_risa.gif.

    Just to remember. I put symbols on the red, and green dice purely randomly, and I'm not 100% sure about the other dice.

    But you can edit the faces by editing the file "dice.js" in catalog "js".
    It is simple text file (UTF-8 encoded, but it should not matter since only english letters are used inside).
    You can edit it in any text editior like "notepad" for example (I'm using SCITE).

    Oh thanks! I just went into the 'main' file and changed all the borders (in the dice and dice adds) to 

    border: 2px solid #000000;

    I can see it a lot better now.


  9. This is AWESOME! Thank you. I can't stop playing with it. I sent it out to my players along with a copy of the 'dice face' description PDF.

    From the email:

    So a typical dice pool for a starting player attempting an average
    difficulty task he is proficient in would be:
    -Player-
    2 BLUE
    1 YELLOW
    1 RED or GREEN
    1 WHITE
    -GM-
    2 PURPLE
    1 BLACK

    Suggestions:

    • Add a background so the white dice show up (or add a boarder to the dice)
    • Make the (hammer+) reroll add to the pool instead of replace it
    • Add a 'cancel out' function to clear results that cancel each other out

    Thanks again - great toy.


  10. cogollo said:

    Usually, people prefer playing with their own dice, so that should not be a problem, and I'm sure a set of new dice won't be too expensive.

    Actually, that's one of my few gripes so far. The die expansion pack contains:

    • 4 Fortune dice (white d6)
    • 2 Misfortune dice (black d6)
    • 2 Characteristic dice (blue d8)
    • 1 Reckless die (red d10)
    • 1 Conservative die (green d10)
    • 1 Challenge die (purple d8)
    • 1 Expertise die (yellow d6)

    You would need 4 packs to make a dice pool equal to the one in the game. At $9.95 per pack, that's over $40 with shipping. Might as well buy the core set (then you have your own books, cards, etc. as well as the dice).

     


  11. No one does grim fantasy like Warhammer, but Savage Worlds is great for any other genre. Want Aliens vs. Colonial Marines? It's there. Battle Mechs? It's there. Super Heroes, Westerns, Space Opera? Yeah, that too. I've ran Firefly, WWII, Horror, Necessary Evil (Super Villains) campaigns with it. I got my game group $10 rulebooks for Christmas :) I run it on Fantasy Grounds (virtual tabletop) sometimes. It's worth the small investment simply because it's so flexible.

    Check out Savage Heroes for some great genre conversions.

    Back to WFRP3, have I said today how much I'm looking forward to it :)

     


  12. With all the hubbub about dice flying around, poking people's eyes out, choking pets, and destroying major appliances, I thought I'd make my own dice box. I own several sets of Dwarven Forge dungeon pieces so I glued some of them together and made a felt bottom and floor for it.

     

    dice_box2.jpg

    Sorry about the crappy pic - my phone cam is the pits.

    ... And those dice are white with specs of blood on them dammit! Not pink! Not pink!


  13. You will have to share dice if you only buy one box (along with other items from your box the players will be using), but you shouldn't have to roll a challenge die twice unless you lose a die. From the latest diary I gather that:

    0 - Simple
    1 - Easy
    2 - Average
    3 - Hard
    4 - Daunting

    So, the most you'll roll at once will be 4 (unless you come across a task you deem 'near impossible' and you may want to add a 5th - which is covered if you buy 1 dice pack).

     

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