King Tycho
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Posts posted by King Tycho
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I've been considering buying SoB, but was warry for a few reasons. One being that everyone seems to think it's broken. The other, we only have the base game, and I've heard the campaigns don't work well without the other expansions. I only have enough money right now for one expansion though, so it's this or ToI. My gf and I are interested in a more campaigny Descent, as the campaign rules in the core game just don't cut it, and I find the idea of pirates and sea battles in a Dungeon crawler just this side of totally awesome. Does your document solve any broken problems with SoB, and could you send a copy my way? If SoB IS playable with just the base game and this document, I'll probably go for that instead of ToI.
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I guess this means in no circumstances may recharge tokens be placed on 0 recharge rating action cards?
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Is there a difference between action cards that have 0 listed as recharge rating, and those that have 1? Mechanically, if a player can do one action in a turn, and at the end of the turn remove one recharge token, don't 0 and 1 act the same?
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If a player does not role play his or her career, is a GM within their rights to mandate a career change? Or if it fits the story? Say for instance a dwarf character epically fails at a key task, it mike make sense in the scope of the story for him to be mandated into a slayer path. Or is this taking on too much authority as a GM?
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Thanks for the write up, this helps in figuring out how to use banes and boons aside from just following the action card description.
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Thanks for clarifying!
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I was wondering about something related. I was looking at Gromril Armor in the Adventurer's toolkit, and it's listed in the Iron Breaker's typical trappings, but if it doesn't come as part of the character, does it have to be purchased, or found? And does the GM just set the price, as I can find no price listed for it anywhere?
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I'm trying to get my mind around A/C/E. Are they essentially the same things as skills for PC's but just undiferentiated? Does the GM tell the players, "okay, this foe has 3 aggression, 4 cunning, and 2 expertise" or does the gm just use throw in the dice as he (or she) see's fit with no explanation?
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Does anyone have any suggestions on speeding up character generation? This seems to take quite a while, and it would be nice to find some ways of stream lining, or perhaps ways of making it more fun/interesting.
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It seems one could actually play the game without even using action cards then? (although I think I would keep them, I just like the idea of giving players the freedom to operate outside the action cards if they have good ideas)
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I'm just learning how to GM myself, so any notes period would be great!
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Are action cards the only actions that players can take? Or can players take other actions as well within the scope of there skills, a more basic attack for instance?
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Okay, now i got ya. I haven't tried to run the full adventure yet, though I did some playing around with a couple people trying to learn the rules and figure things out. At one point what started out as some vague experamenting with combat mechanics grew into an encounter of sorts, and so I followed it up with an abrieviated take on the social contest. One of my players immediatley wanted to kill him, and probably would have if it wasn't for the other player I had. As far as running the actual adventure, how well does it work with player generated characters instead of using the pregens? It seems to me if your using a demo to teach the system, you would want to include character generation.
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Is it such a horrible thing if the players do decide to just kill the merchant? I mean, that may not be ideal, but if that's the kind of players you have, aren't you better off just letting them do there thing, and then suffer the consequences later on down the road?
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What does everyone think is a better starting adventure for a new GM, Eye for an Eye, or Day Late?
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Hey, thanks for the tips, and the welcome!
I looked the book up on Amazon, it's selling there for 28.00 at the low end, which seems a little high to me for 25 pages, though it could be that good I guess. Is there somewhere else I might find it cheaper? I very much like the story telling options I see in the game. It seems in this game, more then in something like D&D, the GM has the option of interpreting abstract results. This is something I noticed in WOD, that I liked as a player and think I will like even more as a GM. I am really optomistic about WFRP being middle of the road, as there were many different competing elements I liked in both D&D and WOD.
I'll have to look into the GM toolkit. I was deciding between that and the adventurer's toolkit, but went with Adventurer's kit, as the initial set seemed as though working in more then 3 players would be difficult, and the kit would take care of that. So, I guess I'll have to wait for my next pay check!
Are there any traps that a new GM might find him/herself in quite easily, anything I should keep my eyes open to avoid?
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Hi there,
I'm fairly new to the world of pen and paper RPG's. About a year ago, I wanted to pick up a new hobby, so I started with D&D. That was fun (played both 3rd and 4th ed) but I was really curious about RPG's in general. I have branched out a bit, playing various games such as World of Darkness(the new version) Vampire the Masquerade (old WOD) space Gurps and a few others. I've debeloped an interest in GMing, and at the suggestion of a few friends decided to start with WFRP.
I was wondering if anyone here had any advice for a very green GM.

FAQ Update
in Descent: Journeys in the Dark
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Is this still happening?