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kerred got a reaction from Robin13 in What should(n't) players know? e.g. Frozen Spire
While hiding info gives fun surprises for the heroes, there is a very good reason I suggest letting quests be public:
Because when I'm the Overlord, I can't remember everything on the quest, or read or interpret it wrong. I give the book to the heroes and tel lthem to read it in their downtime to find objections or contradictions to what I interpretted.
This helped a LOT of quests from being done wrong.
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kerred got a reaction from mjfilla in What should(n't) players know? e.g. Frozen Spire
While hiding info gives fun surprises for the heroes, there is a very good reason I suggest letting quests be public:
Because when I'm the Overlord, I can't remember everything on the quest, or read or interpret it wrong. I give the book to the heroes and tel lthem to read it in their downtime to find objections or contradictions to what I interpretted.
This helped a LOT of quests from being done wrong.
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kerred got a reaction from griton in What should(n't) players know? e.g. Frozen Spire
While hiding info gives fun surprises for the heroes, there is a very good reason I suggest letting quests be public:
Because when I'm the Overlord, I can't remember everything on the quest, or read or interpret it wrong. I give the book to the heroes and tel lthem to read it in their downtime to find objections or contradictions to what I interpretted.
This helped a LOT of quests from being done wrong.
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kerred got a reaction from Underworld40k in What should(n't) players know? e.g. Frozen Spire
While hiding info gives fun surprises for the heroes, there is a very good reason I suggest letting quests be public:
Because when I'm the Overlord, I can't remember everything on the quest, or read or interpret it wrong. I give the book to the heroes and tel lthem to read it in their downtime to find objections or contradictions to what I interpretted.
This helped a LOT of quests from being done wrong.
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kerred got a reaction from WhiteBoyDLC in Making a Run and Ice
Thanks for the clarification on what to do if a runner can not meet the strength of ICE (subroutines trigger, then end run since runner can't break the ice).
I found it odd that the rulebook doesn't seem to mention it too much (couldn't find a good clarification int he rulebook), and seems to be something important new players need to know.
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kerred got a reaction from Kunzite in Have you had anyone want to stop playing the campaign?
I definitely agree. I would play all the best moves at the start, but realize that I could win very quickly, and when I hear complaints, I will ask if they either wish to play another game, or continue. So I would just get "that monster is too overpowered" or "this quest is too overpowered". Its usual to hear from those people, but in a campaign game it sticks out moreso.
And glad to here it is a niche game. People wanted to play the 2nd edition after playing my modified 1e, but didn't seem to go over as well as 1e with those. Others its still great to play 2e with.
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kerred got a reaction from PlainWhiteBread in Suggestions for altering Pit Trap, Tripwire, Nimble, and Guard skill
I frequently play with all different kinds of people in the campaign, so I don't have a steady group.
One thing I would like to change is the traps and a bilities that involve interrupting someone moving into a single space. It makes it difficult when I am welcoming new players that come into the game store, answering questions, and new players slowly moving step by step eyeing me for reactions. It also can help with newer players who keep for getting they have a skill or ability that only has a minor window to respond to unless I remind them every time I move.
So what do you think of these revisions to the following cards:
Nimble Option #1 Skill (starting skill)
1 Fatigue - If you are adjacent to a monster during to your turn, exhaust this card to move up to 2 spaces to an empty space.
Nimble Option #2
1 Fatigue - If you are adjacent to a monster during your turn, exhaust this card to move up to 2 spaces to an empy space, moving through any obstacle or space occupied by a monster.
Guard Skill
2 Fatigue - At the start or the end of the Overlord turn, exhaust this card to declare an attack on one monster.
Guard Skill #2
2 Fatigue - when a monster begins or ends its activation, you may immediately declare an attack on that monster.
Pit Trap Option #1 (rename from Pit Trap to something else) - Play at the end of a hero's turn. That hero tests Awareness. If he fails, he is stunned.
Pit Trap Option #2 (can keep it named 'pit trap' assuming the ground gave way since the player stood there too long) - Play after a hero performs a non-move action. that player tests Awareness. If he fails, he is stunned
Tripwire - Play at the start of a hero's turn. That hero tests Awareness. If he fails, his movement is reduced by 2 until the end of the turn.
The whole goal is to revise these cards that interrupt moving once space at a time, and let newbies be able to go about their turn without having to watch me constantly or have me interrupt them or correct them until they 'finished' something.
I made multiple versions to avoid the discussion being about why the cards are a bad idea, or that I should just pay more attention to player movement, and more about what alternatives would be to the cards.
Anyways, suggestions? Thanks!
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kerred got a reaction from Kunzite in Suggestions for altering Pit Trap, Tripwire, Nimble, and Guard skill
I frequently play with all different kinds of people in the campaign, so I don't have a steady group.
One thing I would like to change is the traps and a bilities that involve interrupting someone moving into a single space. It makes it difficult when I am welcoming new players that come into the game store, answering questions, and new players slowly moving step by step eyeing me for reactions. It also can help with newer players who keep for getting they have a skill or ability that only has a minor window to respond to unless I remind them every time I move.
So what do you think of these revisions to the following cards:
Nimble Option #1 Skill (starting skill)
1 Fatigue - If you are adjacent to a monster during to your turn, exhaust this card to move up to 2 spaces to an empty space.
Nimble Option #2
1 Fatigue - If you are adjacent to a monster during your turn, exhaust this card to move up to 2 spaces to an empy space, moving through any obstacle or space occupied by a monster.
Guard Skill
2 Fatigue - At the start or the end of the Overlord turn, exhaust this card to declare an attack on one monster.
Guard Skill #2
2 Fatigue - when a monster begins or ends its activation, you may immediately declare an attack on that monster.
Pit Trap Option #1 (rename from Pit Trap to something else) - Play at the end of a hero's turn. That hero tests Awareness. If he fails, he is stunned.
Pit Trap Option #2 (can keep it named 'pit trap' assuming the ground gave way since the player stood there too long) - Play after a hero performs a non-move action. that player tests Awareness. If he fails, he is stunned
Tripwire - Play at the start of a hero's turn. That hero tests Awareness. If he fails, his movement is reduced by 2 until the end of the turn.
The whole goal is to revise these cards that interrupt moving once space at a time, and let newbies be able to go about their turn without having to watch me constantly or have me interrupt them or correct them until they 'finished' something.
I made multiple versions to avoid the discussion being about why the cards are a bad idea, or that I should just pay more attention to player movement, and more about what alternatives would be to the cards.
Anyways, suggestions? Thanks!
