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Athenor

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  1. Hey everyone! I've become more and more aware as of late about issues regarding boundaries and uncomfortable subjects when it comes to roleplaying games. So seeing a specific callout about that in the GM Section of L5R is awesome, to say the least! On page 282, under "Who's in Charge Here," the last paragraph talks about FFG providing resources and readings on the subject. My question is... Does anyone know where those are? I checked the L5R main pages and support resources, and then I looked briefly here for a general RPG forum or for pinned headers.. and I didn't see any. Knowing FFG, I am sure it's out there somewhere. I just don't know how easy it would be to find!
  2. This is more prize support than I've seen FFG do ever, and I love the idea of having a prize wall to get more from! On the chant: My issue was when I talked to a friend of mine who married a Chinese woman.. and would feel very uncomfortable bringing his son to the game. That's when I decided I wouldn't do the chant locally.
  3. Frankly, if it weren't for Star Wars licensing/skins, I would expect them to come out with a generic roller system. In fact, I suspect this is the direction they are going to go. One app for rolling Runewars Minis, Genesys (reskinned star wars), L5R, and generic dice like the SW dice app has. Throw in support for fudge dice and a "generic" version of some of their older systems, and you'd have a ton of bang for your buck out of $5.
  4. I'd argue custom dice are simpler. 4 symbols vs. looking / adding up numbers. But that's just me.
  5. It was said at some point that the L5R design team turned to developers on the FFG team to help create the feel and flavor of each clan. Which developers helped come up with the Crab feel?
  6. Keep in mind that Fantasy Flight has been hyping this event for 2 years. Anyone who wanted to make a quick buck on easy marks would have had their eyes on this event.
  7. Yup. I hope some kind of action can be taken against people who do that.
  8. Okay. That might have gotten us the one breath we would've needed to survive. Thank you for the clarification!
  9. ... Hmm. Maybe we've been playing wrong then. I think we've been advancing the Agenda the moment total doom reaches the required amount..
  10. It is theoretically possible to lose in the first round with 3+ players. Train car with 3 clues / investigator. Everyone gets all their clues, but cannot move. 1 doom on agenda from mythos. All 3 players draw cultists. That's game.
  11. Well... We got wrecked by drawing a cultist and a leader on our second mythos phase when we took one turn to gear up.... We went from 2 players to 3 to introduce a guy to the game. He was beating himself up.... I wonder, would having the first advance being based on the number of investigators solve the issue of getting out of the super deadly first car?
  12. Let me see what I can answer without the rules in front of me. 1) There are only 4 action card variants per type (biotech, labor, media, etc...). 5 each, for a total of 20. Unlike BSG, these don't have numerical values associated with them. So I would think you can claim whatever you want, and lie during it. 2) I think that would be against the spirit of the game. Other secret information games outright prohibit it. But if it's not in the rules... I guess pick your players wisely. 3) This was my interpretation. There is wiggle room for everyone to pass on a counteroffer, then the main offer succeeds without support as needed. 4) I don't have the rulebook in front of me, but I've never played an FFG game where you can't double-check your own secret information (decks excluded). In fact, the only secret info game I know of like that is One Night Ultimate Werewolf, where it is baked into the rules. 5) That would fall under non-binding. The binding deals are for things that can be done on the spot and are tangible, like trading credits for assets or support. Saying "I'll do this for you now if you do that for me later" is non-binding and frankly impossible to enforce, as the game has no way to track "memory" of the action.
  13. (Edit: And as soon as I posted I realized this isn't really about shuffling and I can't edit the title... Sorry!) So.. I'm reading through the rules, and I'm not sure how to handle investment cards. Here are the references: 1) Learn to play, Page 5 - This says draw 1 investment card to start the game. This rule is superseded by the actual game rules. 2) Learn to play, Page 9, Step 4 of Demand round - This says all investment cards are shuffled together. Then each player draws two investment cards, chooses one to keep facedown, and returns the other to the top of the investment track. The next round begins. 3) Rules Reference, Page 2, Complete setup step 11 - This says draw two investment cards from the investment deck, place one facedown in play area, and return the remaining card facedown to the top of the investment deck. 4) Rules Reference, Page 10, Section 33, Investment Card - This says during setup and the first 2 demand rounds, each player draws two investment cards and chooses one to keep, discarding the other. 33.2 says Discarded investment cards are shuffled into the investment deck without being revealed. So here's my question: When do you draw investment cards and what do you do with them? I see two potential interpretations, both of which can be consistent with these rules. A) Each player draws 2 investment cards simultaneously. All players evaluate at the same time, then return the discard to the top of the investment phase. Once investments are revealed, everyone takes their investments into one pile and shuffles them. This methodology has the potential to use all 12 investment cards (in a 6 player game). B) Each player draws 2 investment cards in player order. Each player evaluates and discards before the next player draws and discards. Because of this, the next player would have 1 investment known by the the player to their right, and 1 unknown investment. The bottom of the investment stack wouldn't actually be drawn This would use 7 of the 12 cards in the stack (2 unique for first player, 1 old and 1 new for each player). I could see this being very interesting because of the potential known information - which could be good or bad depending on if they are your rival, or are suspected to be the federalist. Am I missing something? I really can see both play styles as valid.
  14. D'oh! Missed that, but that seems much more reasonable!
  15. I greatly enjoyed my tutorial game, but I'm not sure if we played it right in the end. To advance through act 2, you must collectively spend your clues at the end of the round in the hallway. Act 2b says to spawn the set aside Ghoul Priest in the Hallway. The Ghoul Priest has a Prey of the investigator with the highest fight (which was me as Roland Banks). We played it as the Ghoul Priest was not engaged at the beginning of the round, and then I attacked him so he'd go to me and stay attacking me (until I almost died). I think I used the un-engaged time to get some resources and get out the guard dog, though. Was this the correct interpretation? Or should I have had him enter play engaged going into the mythos phase?
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