Live Session and Setting Feedback
- Venatus Vinco
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Live Session and Setting Feedback
Hello,
After playing though a quarter and a live session I thought it would be good to get some playtest feedback.
We saw some new edges in action last night, did they feel okay?
Any rules or character creation stuff that needs work? Or feels brilliant?
Any additional setting or world info you would like to know?
Any other feedback?
VV
After playing though a quarter and a live session I thought it would be good to get some playtest feedback.
We saw some new edges in action last night, did they feel okay?
Any rules or character creation stuff that needs work? Or feels brilliant?
Any additional setting or world info you would like to know?
Any other feedback?
VV
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- Peter Dunn
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Re: Live Session and Setting Feedback
Peter worked pretty well for the time I was there. I did not get to test everything I could do, but a lot of what he can do is non-combat stuff. Quite possibly a bit too good...if those who turn away from the fallen can have that kind of power there should be some kind of catch to it.
- Pender Lumkiss
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Re: Live Session and Setting Feedback
Maybe this is a hold over from rifts or something, but I did think it was weird that powers could be cast without speech. Not trying to take anything away but something you might want to think about VV and if it is appropriate to the setting. Like the movie Constantine, no power if activated without some kind of object, hand movement, or words. Often times in that kind of trope words have power, so I was wondering if speech at the very least should be an activator for AB miracles?
Again, I felt it played fine without the power activator, but more of wondering if it went with the setting. Maybe it would even speak to Peter’s too good thought.
Again, I felt it played fine without the power activator, but more of wondering if it went with the setting. Maybe it would even speak to Peter’s too good thought.
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- John Smith
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Re: Live Session and Setting Feedback
Ken is a pretty standard SWADE build except for the new "Touched" edge, which didn't come into play at all since he didnt lead out on the last opposed roll.
A couple things I noticed from the game that are mostly setting details that may or may not need to be cleared up:
1. I was surprised that our blessed weapons added damage to the zombies. I assume that this is because they were spawned by the fallen or something along those lines, but they didnt seem to be fallen themselves. Could definitely be something that comes up as a question for future GMs
2. There was quite a bit of discussion (I think mostly @Sgt 86Delta asking the questions?) about the nature of true relics and what blessings they permanently have. I believe he used the sword to draw a circle, basically giving it the ability of blessed oil. That kind of thing isnt particularly clear in the document, which may be ok, just an observation.
3. On the topic of true relics, we spent a bunch of time hunting down a fallen. If we had ended in a more tactical situation and the fallen had failed a fear roll against one of our 2 true rellcs, it would have been a little annoying that he just ran away. Maybe an option for some other type of penalty if the fear roll is failed?
4. I second Jons comment about powers. It was a little odd to have a ferret have the ability to cast spells.
A couple things I noticed from the game that are mostly setting details that may or may not need to be cleared up:
1. I was surprised that our blessed weapons added damage to the zombies. I assume that this is because they were spawned by the fallen or something along those lines, but they didnt seem to be fallen themselves. Could definitely be something that comes up as a question for future GMs
2. There was quite a bit of discussion (I think mostly @Sgt 86Delta asking the questions?) about the nature of true relics and what blessings they permanently have. I believe he used the sword to draw a circle, basically giving it the ability of blessed oil. That kind of thing isnt particularly clear in the document, which may be ok, just an observation.
3. On the topic of true relics, we spent a bunch of time hunting down a fallen. If we had ended in a more tactical situation and the fallen had failed a fear roll against one of our 2 true rellcs, it would have been a little annoying that he just ran away. Maybe an option for some other type of penalty if the fear roll is failed?
4. I second Jons comment about powers. It was a little odd to have a ferret have the ability to cast spells.
- Venatus Vinco
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Re: Live Session and Setting Feedback
Doing something to distinguish arcane backgrounds is a good idea.
Gifted
Miracles (Light)
Miracles (Fallen)
Right now power lists are the only differentiators. Not sure what else we can lay on them: unique activators like power words (maybe no activator for Gifted), limited trappings?
I was trying to keep it simple for relics but I can try a few more clarifications. The point about running away is well taken. I'll look at that, maybe a modified fear table or something.
VV
Gifted
Miracles (Light)
Miracles (Fallen)
Right now power lists are the only differentiators. Not sure what else we can lay on them: unique activators like power words (maybe no activator for Gifted), limited trappings?
I was trying to keep it simple for relics but I can try a few more clarifications. The point about running away is well taken. I'll look at that, maybe a modified fear table or something.
VV
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- Sgt 86Delta
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Re: Live Session and Setting Feedback
Roll20 notes:
Coding before the game.
Probably best to have a ramp up session or a one-on-one to get players familiar with the format of play.
Give turn order right away that way players are not taking three or four turns in a single action.
Fallen Playtest:
I did not think to use my re-roll option (Touched Edge) on the last tier of the pyramid. Elan will probably be my next advance, just to capitalize on the number of re-rolls I have.
(True Relic) Weapons did not apply Fear checks to the Fallen. It would have likely drawn out the play or it could have shortened it. But both @Pursuit and myself had Relic Weapons and Fear checks were not applied to any of the encounters with the Fallen.
Love the use of zombies in the warehouse. All their immunities and such, just made for a perfect opening scene. In this setting, I would say that the Fallen, even a very weak Fallen would be required to animate the dead. There really needs to be another option to fighting/physical combat for the undead.
Coding before the game.
Probably best to have a ramp up session or a one-on-one to get players familiar with the format of play.
Give turn order right away that way players are not taking three or four turns in a single action.
Fallen Playtest:
I did not think to use my re-roll option (Touched Edge) on the last tier of the pyramid. Elan will probably be my next advance, just to capitalize on the number of re-rolls I have.
(True Relic) Weapons did not apply Fear checks to the Fallen. It would have likely drawn out the play or it could have shortened it. But both @Pursuit and myself had Relic Weapons and Fear checks were not applied to any of the encounters with the Fallen.
Love the use of zombies in the warehouse. All their immunities and such, just made for a perfect opening scene. In this setting, I would say that the Fallen, even a very weak Fallen would be required to animate the dead. There really needs to be another option to fighting/physical combat for the undead.
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Re: Live Session and Setting Feedback
In regard to differentiators, let me pose a concept.Venatus Vinco wrote: ↑Sun Oct 06, 2019 8:08 am Doing something to distinguish arcane backgrounds is a good idea.
Gifted
Miracles (Light)
Miracles (Fallen)
Right now power lists are the only differentiators. Not sure what else we can lay on them: unique activators like power words (maybe no activator for Gifted), limited trappings?
I was trying to keep it simple for relics but I can try a few more clarifications. The point about running away is well taken. I'll look at that, maybe a modified fear table or something.
VV
Not certain about activators but certainly could go with unique modifiers. Like a power that is usually a touch, suddenly does a small blast radius.The Taint of the Fallen, is like the Dark Side of the Force in Star Wars. Easy to fall prey to.
If we used something similar to Burn for Juicer, that represented the Taint, using a player's Spirit die. One could spend a Taint point to double an effect, re-roll a trait roll, or damage. Rolling a Taint die to verify corruption. On a roll of a one or the player's Taint value,the player loses 2 points of Taint instead of 1 point, becoming more corrupted.
Uncontrolled targeting. The recipient is rolled for randomly.
Reverse effects. Roll faith twice. Once to see if the effect is the true effect and the second roll to see if it actually takes effect.
Another thought that crossed my mind during play last night, Spell Ranges for Faith based powers, should they be Smarts or Spirit based?
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- Peter Dunn
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Re: Live Session and Setting Feedback
Possibly a temptation mechanic with two ratings, taint and light. You add the taint rating to your faith to perform dark miracles and subtract it to perform light miracles, but invert it for light rating. Light and dark are based on actions (not directly on use of points), so use of magic to defend yourself is neutral. Using magic to burn down an occupied building and keep the people from escaping is tainting, unless they are infected with some kind of easily spreadable plague and you are saving others from infection and doing mercy killing at the same time or the like. Killing an innocent is nearly always tainting, torture is usually tainting, destruction of property and theft are usually tainting.
Saving lives, preventing wickedness and helping others are generally going to be light aligned.
If you accumulate more taint than your current spirit die size, you become an NPC.
Saving lives, preventing wickedness and helping others are generally going to be light aligned.
If you accumulate more taint than your current spirit die size, you become an NPC.
Last edited by Peter Dunn on Sun Oct 06, 2019 11:22 am, edited 1 time in total.
- Pender Lumkiss
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Re: Live Session and Setting Feedback
Maybe something like the burn mechanic in SR?
New Edge:
Tainted
Requirements, Marked, spirit d8
Start with a Taint of 8, when you roll spell casting you can add 1d6 to the roll or damage if you wish, anytime the d6 is a 1 you loose a point of taint. When your taint becomes 0, you become wholly corrupted by the powers of the fallen and an NPC villain for the GM to play with. When your taint is a 4, you gain a major Hindrance that corresponds to the fallen that marked you noting your slow spiral into depravity. If you use this edge against the Fallen who marked you, you loose a taint point on a roll of 1 or 2.
New Edge:
Tainted
Requirements, Marked, spirit d8
Start with a Taint of 8, when you roll spell casting you can add 1d6 to the roll or damage if you wish, anytime the d6 is a 1 you loose a point of taint. When your taint becomes 0, you become wholly corrupted by the powers of the fallen and an NPC villain for the GM to play with. When your taint is a 4, you gain a major Hindrance that corresponds to the fallen that marked you noting your slow spiral into depravity. If you use this edge against the Fallen who marked you, you loose a taint point on a roll of 1 or 2.
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- Pender Lumkiss
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Re: Live Session and Setting Feedback
Oh I think Sanity is a common enough setting rule. You could easily repurpose it for Peter’s idea. Imstead of goimg loony toons you are becoming tainted.
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- Venatus Vinco
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Re: Live Session and Setting Feedback
Sanity or Corruption or Taint works for Fallen powers. You lose enough of it and you become a servant of the Fallen.
For Light powers maybe just dust of Ab miracles from SWD. In this case violating the code or committing transgressions results in negatives to using your powers, or even complete loss of powers until atonement can be made.
VV
For Light powers maybe just dust of Ab miracles from SWD. In this case violating the code or committing transgressions results in negatives to using your powers, or even complete loss of powers until atonement can be made.
VV
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- Peter Dunn
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Re: Live Session and Setting Feedback
The thing is, does becoming tainted make the powers stronger? The idea is to make being tainted seem rewarding...
- Sgt 86Delta
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Re: Live Session and Setting Feedback
Eventually the Tainted get left alone and will either succomb to the depression that comes from failure to do what is right and just or they begin an atonement and rectify their wrongs.
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Re: Live Session and Setting Feedback
Maybe the tainted double the normal effect of a power?
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- Ndreare
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Re: Live Session and Setting Feedback
I had a book for my fantasy game that allowed this. The players knew it was corrupting, but still wrre tempted.
The Temptation
Those in the battle of good and evil are often placed is situation where the temptation to do something evil is made stronger by the ability to accomplish their goals.
Your character has been touched by the darker things and must face this temptation in ways others could only fear.
You may draw a benny at any time, or use a power he does not have, but otherwise qualifies for once. When you do the Game Master rolls your Spirit die. On a 3 or less your soul has been touched by the darkness and you gain a minor Henderence selected by the GM. Once you have 2 minor hindrances, the game master selects a major hindrance. Once you have two minor and one major hindrances from corruption your character becomes an NPC.
Note: This is not a trait roll, you may not spend bennies, and do not roll a wild die.
In my fantasy game one of the players fell fully into corruption and became the main villain.
The Temptation
Those in the battle of good and evil are often placed is situation where the temptation to do something evil is made stronger by the ability to accomplish their goals.
Your character has been touched by the darker things and must face this temptation in ways others could only fear.
You may draw a benny at any time, or use a power he does not have, but otherwise qualifies for once. When you do the Game Master rolls your Spirit die. On a 3 or less your soul has been touched by the darkness and you gain a minor Henderence selected by the GM. Once you have 2 minor hindrances, the game master selects a major hindrance. Once you have two minor and one major hindrances from corruption your character becomes an NPC.
Note: This is not a trait roll, you may not spend bennies, and do not roll a wild die.
In my fantasy game one of the players fell fully into corruption and became the main villain.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Ndreare
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Re: Live Session and Setting Feedback
Some edits for your setting
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Pender Lumkiss
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