December 13th Feedback

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Ndreare
Savage Siri
Posts: 3812
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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December 13th Feedback

Post by Ndreare »

I wanted to formalize the feedback, so you could hear it while not struggling after midnight.

Posative: Feedback on the game I think is posative.
Overall I felt the night went well, and you allowed each of us a chance to chatter and share ideas.
The addition of the clue cards was an amazing addition. I am glad you chose to add them.
The way the Fallen was used worked out well. Even with you letting us fast track by entangling him before he got in we were still up against the real world clock for timing.

Semi-Negative: Feedback on the game I think you can adjust. Not nessisarily bad, but could per perceived that way.
The Dramatic Task: I would suggest setting the dramatic task for each fallen ahead of time. With two or more separate skills or tasks. For example "You need to accomplish 2 successes each turn holding him in place, and 2 successes each turn banishing him. It will take 3 turns for the ritual to complete." This makes it so a couple lucky rolls in the beginning makes the rest of the effort moot.
Card: I think a lighter grey or adjusting transparency on the background would help. For people with less healthy eyes those cards did not have enough contrast.


General: Feedback on this session/game in particular, not Fallen.
I think you should set it up so the heroes are parts of a team like the Lodges in Rippers, or like Units in Weird Wars. At no part in the game do I feel like my character is part of a team.
This makes it a real stretch to think why a good or heroic person would stay with people who are actively working against them, or who are not paying attention.

@Venatus Vinco

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Ndreare
Savage Siri
Posts: 3812
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: December 13th Feedback

Post by Ndreare »

To be clear, I had a lot of fun. But I feel if you are going to sell this you need the most honest feedback I can provide, so pulling punches would be a disservice.

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Pender Lumkiss
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Posts: 3468
Joined: Thu Mar 09, 2017 9:00 pm

Re: December 13th Feedback

Post by Pender Lumkiss »

Super fun. Love all the characters and interactions. No real complaints. I loved pairing off and investigating. Its been really fun to play someone who is trying to figure out this new world ( and has a ton of irrational misplaced blame). I am super looking forward to Luke realizing that the folks he is with is his best chance to save his wife. Saving that fat man really hit home who these people are. I cannot wait to see what is going to happen next.

I don’t really have anything to say about the dramatic task. It was super fun. Some of my most memorable sessions did not have a tactical combat and this was no different.

For some reason moving the setting into the 70s in really interesting. I also loved some of the ideas we tossed around that the fallen could control high speech or even your amazon order. Intriguing and explains a ton.
Field Team Six Bennies
3/6

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