Darkest Dungeon has a really cool feature that I think is under-utilized in tabletop games: The Campfire Mechanic. If you've never played it, here's a quick rundown:
In Darkest Dungeon, you play as four heroes of varying class. You explore a dungeon in straight-passage sections. You encounter obstacles and opponents, both of which have varying effects on your health and sanity. You can bring items into the dungeon, and there's usually valuable goods there. You spend the money on better gear and more supplies for next time. If you lose all your sanity, your hero loses effectiveness- and if you do it again, your hero immediately dies. If you lose all your health, your hero immediately dies. Hero death is permanent and irreversible (without cheating).
On longer expeditions, you might be able to choose to rest. If you do, you are given X units of time. Each character has a couple of things they can do with these time units- characters can tend to each others' wounds, lead the group in a prayer, or perform occult rituals. You can't get some of these bonuses any other way, and a well-formed group will exit a resting state much stronger than it would have otherwise been.
On longer and more difficult expeditions, this resting phase is essential to completing the game's content. What a given character class can do at camp is an important consideration (although less so given the makeup of the game*), and I'd like to see that in a tabletop game.
*The balance of the game isn't perfect, and some characters happen to have both good campfire skills and battle abilities, and some don't have either.
Of course, part of the reason it works so well in Darkest Dungeon is that the game makes no pretense at any sort of real-life justification for its mechanics. Why don't you exit town with these buffs? Because you don't. You can't rest when you want to because the game only gives you a limited amount of firewood and there's no way to get more. In real life, of course, we can rest whenever we'd like.
And so it is in most tabletop games. Finding time to rest is actually pretty easy- most games seem to proceed at a leisurely pace, and we all know about the "15 minute adventuring day". The only real way to avoid it is to either restrict access to time* or removing the limitation altogether.
In this situation, it's the difference between a class feature that lets you spend campfire time for a defensive bonus that lasts a couple of hours and a class feature that simply gives you and your party a static bonus all the time because you're assumed to be casting the ritual on any convenient downtime.
*Putting time pressures on the party- timed objectives, wandering monsters, cost of living, reinforcing patrols, that sort of thing.
I actually started writing a little system that included campfire mechanics using D&D terminology. In this little thing, a short rest was now 1 campfire move long, and a long rest being 2. You could also decide to go into "downtime," which would let you basically do as many campfire actions as you thought wise. This downtime ties into cost-of-living, which means that the players need to have some sort of income. This is probably adventuring loot.
Anyways, the general idea is that you can tend people's wounds if you need to, which is assumed to sort of be the D&D standard. If you're not doing that, then you might be doing something in the game world- standing watch, studying something
More on that later, probably. This post is almost as much of a brainstorming session as the original!
Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts
01 January 2017
22 May 2016
Shadow of the Demon Lord: The Flagellant Penitent
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I know this isn't the right one but listen, I like this demon lord |
Anyways, the best way to learn a system is to generate a character and then look at how you're supposed to build adventures, so here we go.
Creating a Character
Choosing a Race
Since I'm a boring kind of person, I'm going to pick Human. There are pretty good race options, and each is distinct. Humans, as usual, are sort of generic. At level 4 get either a spell or the ability to be lucky once in a while. Changelings are vulnerable to iron, can see in the dark and can steal identities. At level 4 they can steal identities and freak people out in combat.Clockwork are golems, sort of, and occasionally break and turn back into objects (so they need somebody to hang around and restart them periodically). Dwarves are short, can see in the dark, hate a certain type of creature, and are resistant to poison. Goblins are folklore forest fairies and are super sneaky and vulnerable to iron. Orcs are a tough, recently emancipated slave race.Everybody knows Humans are the best, so I write down my stats. I don't know what I want my human attribute bonus to be, so I save it for later.
Random Tables
I roll a couple times on the handful of tables (each race has one) and determine that my human once foiled a plot to kill someone important or brought a killer to justice. I don't know what to do with that yet so I keep rolling:My human puts the interests of himself and his friends above all else. A typical roll gets a typical human result. He belongs to the Cult of the New God, whatever that is. I don't know if this is a powered by the apocalypse style prompt (where I fill in a new cult and add details later as they come up) or if this is part of the built-in setting. Either way, tells me little.
The human is a young adult, 18-35. Ok, fine. He's also a bit overweight, which is kind of interesting, I guess. He's also perfectly average in appearance, which is fine.
Rolling for Professions
Since I'm a human I either get one more profession or can speak one more language. I'm going with professions, because that sounds useful. So I get three! Professions can grant you a boon (xd6, keep the highest, cancel banes) or they can grant you an automatic success, depending on the situation. It's pretty flexible, and I like seeing these sorts of systems in game.
My human spent time in a Religious profession- a flagellant! So he's got a masochistic streak, as well as something to feel sorry about. Next, he was a miner? And then a historian? That's a pretty long life for a young man, but rearranging it, I can think of a couple ways to spin this.
Path one is very grim- He grew up in a hard, sparse town as a miner. One day he uncovered something in the deep dark earth that ought not have been released. Through his actions, he managed to save the life of the unearthed evil- and being a common miner, it's not like he has the means to stop it. Ashamed and afraid, he gave up his earthly life to try and find solace in religion. He punished himself for years. His back is still crossed with self-inflicted whip scars and in difficult moments he still craves punishment. But eventually being around a center of mystery and lore (the cult's temple) got to him, and he realized he had a fairly sharp memory for events long passed. He was illiterate, true, but soon found himself spending hours talking to the literate temple chroniclers in between his long punishment sessions.
Path two goes in reverse- as a chronicler in the cult, he had various sacred duties including the recording of important dates and calculating the appropriate times for memorial celebrations. He spent his childhood as an apprentice, learning how to make parchments, appropriate uses of ink, and the like. Unfortunately for his life, living in a destitute and mostly irrelevant backwater means raids. He was captured before he could master letters and forced into slavery. Life as an enslaved miner isn't so bad- you have to do a lot of work, but the night hours are filled with pleasure of a certain sort. And if you're smart, you can help start a riot that turns into an uprising. With freedom back in his bones he heads to the only home he's ever known- the temple. Unfortunately, as it turns out, his father was a known diabolist unknown to his son, and his teachings were tainted with demonic corruption. He ratted his own father out in fear for his eternal soul, and his father (a murderer who readily confessed to his crimes under the irons) was executed. At the temple, he was taught the purifying rituals of fire and lash, designed to focus his mind and stave back the temptation. It worked, after a fashion- he still slipped up, but his enthusiasm and emphasis on decorum served him well. When (IMPORTANT EVENT) tore him away from the temple, his presence was almost a relief, and his former compatriots ensured his departure's permance by a token collection and some spare equipment they had lying around.
Not bad, right?
I rolled "Getting By," so I get to choose between a dagger, a staff, or a sling with 20 stones. A staff seems appropriate for a pilgrim / wanderer who's not super militant. The staff has finesse, so I can use my Agility instead of my Strength, but my Strength is 11 (I used that +1 attribute on it) so I don't really care about that.
That's it for the level zero version of my character. According to the rules, you have to survive an adventure to get your first level, which is kind of cool. I like 0th level adventures in general, especially given that my stats are all average and despite my background very strongly pointing me towards picking up a level of Priest, I could still easily go Warrior and not violate my character's core concept, such as it is on this early state.
Now, I've got a couple of ways to play solo, including the Mythic GM emulator and the solo game play Oracle in Scarlet Heroes (which both seem kind of similar to me, not that there's anything wrong with that), but I think I'll save that for another day. This is enough work already, and it gives me a couple of footholds with which to start working on some background information that I want to include.
If you've ever played with me, you know that I don't like to plan a whole lot of specific detail up front- I prefer to generate broad brushstroke settings where various organizations and actors are in dynamic tension, each wanting something they can't have but being within one lucky stroke of gaining it. This lets the players burst onto the scene, disrupt the status quo, and then watch the domino effect carry the game away with it. I tell you what, if you prime it just right, the game literally unfolds in front of you and it's an absolute blast to GM.
BUT I DIGRESS!
07 April 2014
Arcane Legions Component Review
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Unpainted Romans and a good view of the plugboard the soldiers go into. |
I bought Arcane Legions for $5. $5 for a new miniatures game sounds about right, even if you can't mix and match your little men with other games, or if they're weirdly specific.
And they are unique- the point of Arcane Legion is that your little men can travel around their formation, becoming faster, better at blocking, or better at attacking depeinding on where in the formation you plug them into. You can see what their abilities are by a little slip of cardboard that you stick on top of plastic base with a thousand little holes. A red die means attack, so if you have a figure there, you get to roll a red die to fight. A white die means defense. Blue dice are ranged attacks. A yellow chevron on a black background means movement. It's pretty neat. As your figures die you have to make choices about what you can afford to lose, and you have to regroup when the situation changes. It also lets you visually see how many men you have, and what their basic capabilities are on the card, so you can pretty much just play with that. You don't need a bit of paper or a "codex" or anything.
There's a turning assistance bit, which slides into the notches on the sides of the bases. Since movement is measured in base lengths and turning is assisted by the little plastic bit, you don't need a tape measure or ruler. I haven't played yet so I don't know if this is a step backwards or forwards, but it is different. It also means that you need a couple of spare bases hanging around so you're able to measure things. I'm not sure why "base lengths" is the core unit of measurement but whatever.
The plastic bases themselves are thick and seem durable. There's a notch in one corner so you can see which way to put the cardboard over top of it. There are a bunch of shallow circular holes on each one. The box comes with two sizes- one that's square, and one that's rectangular.
The cardboard is universally less impressive than the plastic bases. It's flimsy and weak. This includes the box, which has an unpleasant, slick texture. It reminds me of boxes of Chinese knock-off toys. The cardboard "inserts" that go in between the bases and the minis are also flimsy, although not as slick. You can print out your own inserts if you want, but apparently since the company's out of business you'll have to download a third party program.
The miniatures themselves are serviceable. They're on sprues, for some reason, so you'll have to clip them off. The placement of the connecting plastic is really, really strange and is hard to get at with regular cutters you might have around the house. I had to use a utility knife, and it's really a pain. I've had to clip little bits of flashing off of long spears, tiny curved swords, and next to thin, skeletal arms. One of the miniatures has only a single narrow foot connecting its body to the base, and I'm afraid it's going to break off.
The plastic seems softer than Games Workshop plastics, too- it's easy to bend and wiggle the figures. With all of the skinny arms and long spears, you really have to be careful about where you put things and how you handle your men. The pegs, at least, are firm and solid, but it's a pain removing them from the pegboard because of their flimsiness. You can't just grab them by the head or shoulders and yank on them. If you have trimmed nails you're going to have to resort to using some sort of tool to get them off there.
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LOOK AT IT. GOOD GOD. |
The miniatures themselves are nice enough. They're all unpainted, except for the commanders, who seem to be machine-painted. Unpainted miniatures are fine and I'm not entirely sure why they chose to paint the commanders. It's more irritating that I'll have to strip and re-paint them than it is to have not had them painted. The machine painting is really not good and there's no way I'm leaving them like that. Seriously, look at that picture. All three commanders (one for each faction) are painted to the same level of quality. The coolest is probably the undead Egyptian guy, but I can't find a picture of him online anywhere. He's got a nice hat, a crooked sword with blood on it, and green skin. He's also the best painted of the bunch.
For the non-commanders there are some greek hoplite dudes, some egyptian undead guys, some roman legion type guys, and some chinese soldiers. They're detailed enough- not Games Workshop standard, but better than toy store army men. They're also actual-scale, so no heroic proportions. Faces and hands are tiny, and weapons are thin sticks. There's absolutely nothing wrong with that sort of thing. Since there aren't a million tiny details, it shouldn't take excessively long to paint. You could probably finish a batch in a couple of hours, if you're efficient and you know how you want them to look in advance.
Overall, I'm pleased with what I paid for them. Granted, I only paid $5. I'm not sure how I'd feel if I paid full price. Since the game isn't supported anymore it seems to go on sale often, which is nice. On Amazon it's going for $10, which is a reasonable price for what you get.
Too Long, Didn't Read: Some good, some bad, but at least it's affordable. Pick it up if you're interested in getting into a miniatures game when it's "dead" and the plastics are cheap, and if you have a friend who would play it with you. If you clip off the pluggy bits you could probably repurpose them.
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