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Post by morgan on Nov 22, 2016 16:12:40 GMT
That arrangement of dates seems fine to me. I *should* be able to pick up the SoB box from you on the Sunday and get it to the club early so we can set it up in your absence. I'll confirm that closer to the time.
I think that Stephen's suggestion about using some side tables to host some of the many sheets and cards is an excellent one - leave the main playing area open for the ever-growing mine complex, the town and so forth. Each player can decide if they want a (neat) area for their character's gear in front of them or off to one side. Equally, I think that it's a good idea to let each player track their in-game changes using either a sheet of paper or tokens, as they prefer. We're all different people whose minds work in different ways.
I would also like to suggest that we take a slightly more measured pace to playing the game. Let each player sort out their character's actions, roll their dice, read their cards and announce any gold or XP they've earned by whatever has just happened, doing their own arithmetic (with help when requested). When we all get involved with every action, it just confuses things. I'll be the first to ask for a reminder on what dice I need to roll but I can generally do simple tasks on my own and supply the result to all interested parties.
Looking forward to the next one and further meetings with that nice Mr Scratch.
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Post by Legionnaire on Nov 22, 2016 20:31:07 GMT
That arrangement of dates seems fine to me. I *should* be able to pick up the SoB box from you on the Sunday and get it to the club early so we can set it up in your absence. I'll confirm that closer to the time. I think that Stephen's suggestion about using some side tables to host some of the many sheets and cards is an excellent one - leave the main playing area open for the ever-growing mine complex, the town and so forth. Each player can decide if they want a (neat) area for their character's gear in front of them or off to one side. Equally, I think that it's a good idea to let each player track their in-game changes using either a sheet of paper or tokens, as they prefer. We're all different people whose minds work in different ways. I would also like to suggest that we take a slightly more measured pace to playing the game. Let each player sort out their character's actions, roll their dice, read their cards and announce any gold or XP they've earned by whatever has just happened, doing their own arithmetic (with help when requested). When we all get involved with every action, it just confuses things. I'll be the first to ask for a reminder on what dice I need to roll but I can generally do simple tasks on my own and supply the result to all interested parties. Looking forward to the next one and further meetings with that nice Mr Scratch. It would be great if you were able to, as I won't be down to the club until around 2015 on 5/12 (we can take stock about 19/12 at some point). Given that it takes a while with the logistics anyways, you lads can arrange the bits (side table for the Town sheets etc) to your liking. By that time I shall have a nice card sorting box for all of the cards in ONE handy place as well which will make a lot of difference . I have no problems with letting everyone doing their own calculus. Next time we will start with the scenario 'Seal the Void Gate'!!!
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Post by Legionnaire on Nov 29, 2016 11:40:33 GMT
Some new stuff for SoB. I have taken the suggestions about having the cards sorted a little better for quicker access, so have invested in a card sorting tray (about 18 quid) and it seems like it'd be doing a fantastic job. Have a few spare slots for other bits, but now EACH deck (except Gear which are lots of cards) has one slot, Gears have two. I think I also might put the Town Daily Event cards in there too. For ease of set up, I've separated the Character Markers (the round card chips with the illustration), the Elite Markers (for Monsters), the Depth and Darkness markers and the numbered/ lettered ones and put them in small plastic zip lock bags, so we can put them on the Initiative Board/ Depth chart etc. I've also just finished varnishing the first (of three) new Enemy packs I've bought (apologies for the sheen, varnish not dry yet and the poor picture). They are Trederran Raiders, an alien race from an industrial wartorn world, they travel the OtherWorlds in search of Dark Stone to feed their war machines with . Hope to see the 'Posse' down at the club Monday 5/12 after 2000 (I'll be down as soon as I can, but Morgan has kindly offered to pick up the game on Sunday and then you have time to set it up in my absence). On a side note, if anyone else would like to have a go and join in, there is one slot open currently. The available (randomised) choices are: Rancher, US Marshal or Gunslinger. The resident Swede.
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Post by chris on Dec 3, 2016 12:29:28 GMT
Just a quick note to say that Elena, who joined us for Pathfinder Sunday last month would like to come along on Monday and would like to join in this game - I therefore hereby reserve the remaining place for her!
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Post by Legionnaire on Dec 3, 2016 14:51:48 GMT
Just a quick note to say that Elena, who joined us for Pathfinder Sunday last month would like to come along on Monday and would like to join in this game - I therefore hereby reserve the remaining place for her! , Oh no! A woman! How will we ever cope??? She's more than welcome and as I have to work until 2000, there's plenty(ish) of time for you to explain the rules, her to pick a character etc. FYI, both of you will then 'level up' to Level 2, we did that last time, so any queries ask the lads how you do it (2D6 on a random table for your Class and then pick the first ability in the Skill Tree you'd like. Worth noting is that current level cap is 8, so you can ONLY reach the max in ONE of trees!!!) The Rancher and the Gunslinger have slightly modified Starting Abilities (the Gunslinger's Quickdraw works differently and one of the Rancher's as well). I am going to make an executive and give both of you $380 to spend on WHATEVER you like, simulating a shopping trip at some point before re-joining up with the posse. Either you can spend it or keep it for later (it doesn't buy you a lot, maybe some side bag items etc).
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Post by morgan on Dec 3, 2016 22:15:36 GMT
Hurrah for new people!
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Post by Legionnaire on Dec 3, 2016 23:32:15 GMT
I've done a few "last minute" works on some minis to the game. My character Pedro aka 'El Toro' has got a brand new right hand gun hand (the pistol barrel had broken off so I decided to do something about it) and I have also converted his 'normal' left dynamite holding hand to a matching gun hand as well! He is a Two Gun Bandido after all !! Probably my first conversion, which I'm happy with. The guns came from the 'Savage Worlds Deadlands Weapons and Accessories pack' from Reaper. Finished and varnished Trun Hunters. They are alien Saurians that hunt the deadliest prey across the OtherWorlds, particularly on the Targa Plateau as they deem that the most challenging environment. Three menacing Trun Hunters facing off against 'El Toro', he laughs in the face of danger and is certain there can only be one victor! 'El Toro' himself!!!! Shot for scale of the models. Those Trun Hunters are BIG!!!
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Post by Legionnaire on Dec 7, 2016 23:16:30 GMT
Thank you all for playing, even though the brave posse got absolutely hammered last session!!! NEXT SESSION: 19/12 (I'm working til 2000 but am happy to have someone run my character until I get down to club). MONSTER PLACEMENT: Morgan pointed out, that it's good to have the monsters appear at random tiles, however, they CAN'T appear on a tile where there are members of the Posse (as that effectively makes it into an ambush attack). I don't think it'd have made much difference against the last lot of nasties, but for future reference. PARTY SPLIT: We are thinking that it might go quicker to play and split the party in two with three players each. I have two core sets (different map tiles) so that's doable, also two Loot, Scavenge and Encounter decks. The only slight hitch might be if we face the same enemies at the same time, but plenty of cards in Enemy deck so just re-draw . EXPERIENCE: Simply, divide the total we earned last time by two and carry on from there (need 1000xp per character in each group to level up!) MONEY: Each group earn their own pot, after the session we can decide if each group split amongst themselves or if we want to pool our resources. BIVOUAC (House Rule): When there are NO monsters on the board you may declare Bivouac, forfeiting any kind of movement with the WHOLE party. Roll Holding back the Darkness for EACH party member and then they regain 2D6 Wounds/ Sanity (any mix).
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Post by Stephen Mawson on Dec 8, 2016 9:44:14 GMT
Monster placement wise I think that'd probably would have made a big difference with the final encounter as if those mutant gun fighters had started further away from the party we'd have actually had a chance to maybe shoot and kill one or two before they were all over us.
Incidentally if you can't place the monsters on a tile where there are members of the possee doesn't that mean that they can never go on the newly placed tile, as in order to reveal it you have to have a person standing on the junction between the two tiles. Would you then draw an additional tile to place on one of the new tiles exits (assuming it has some)?
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Post by Legionnaire on Dec 8, 2016 10:08:20 GMT
Monster placement wise I think that'd probably would have made a big difference with the final encounter as if those mutant gun fighters had started further away from the party we'd have actually had a chance to maybe shoot and kill one or two before they were all over us. Incidentally if you can't place the monsters on a tile where there are members of the possee doesn't that mean that they can never go on the newly placed tile, as in order to reveal it you have to have a person standing on the junction between the two tiles. Would you then draw an additional tile to place on one of the new tiles exits (assuming it has some)? With both monster groups activating first in the round before anyone else, the gribbly's having a Move of 5 and a 'Reach' of 3 (if I remember correctly), I would beg to differ but let's learn from our mistakes . The Enemies CAN go on the tile where the Exploration Marker is revealed (which are the standard rules), but they CAN'T appear on the same adjacent tile that the Posse is currently occupying to reveal it, if that makes sense. If a Hero lags behind the group, that tile is still a valid placement. If a tile has to be placed in order to fill it with Enemies, the Depth Chart advances by one step PER tile placed as well!! Ex. The posse is on a tile (I call that one Centre) with three exits, West, East and North. The West exit is having tiles placed as that is where the Posse came from, East and North aren't explored yet. A member enters the doorway between Centre and North, revealing a Map Tile, advances the Depth Chart by 1 and an Exploration Marker, Attack! The Threat deck reveals two different Enemy groups, so they could be placed in THREE possible places. Either in the Northern Room just revealed, on the Western Tile that has previously been explored OR to the unexplored East (which would mean a new Mine Map card was drawn, advancing the Depth Chart by one more, and if it's a room another Exploration Marker would be placed.) If a Hero was lagging behind, still on the Western Tile, that would still be a valid placement for the Enemy group, as that one is not adjacent to the tile that caused the Attack to happen. I hope I haven't made a pig's ear of the explanation.
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Post by Legionnaire on Dec 8, 2016 10:09:30 GMT
Double post.
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Post by Stephen Mawson on Dec 8, 2016 11:15:04 GMT
I agree they probably still would have killed us. But if they'd started on the far edges of the adjacent tiles they probably wouldn't have been able to get to a point where they were all able to attack everyone at once since the party was spaced out somewhat. The fact that they appeared on our tile meant they were basically in the middle of the party after one move and we all mostly then went splat!
If everyone had managed to get at least one round of attacks in it might have made a difference. After all just three of you managed to take out two thirds of them.
We probably could have set that combat up a bit smarter as well. Next time around it might be worth holding back until the party is in a decent formation before someone reveals the next tile.
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Post by Stephen Mawson on Dec 8, 2016 11:24:57 GMT
In terms of splitting the party up into two groups, I didn't think we were playing that slow even with six.
We didn't start until probably 8:15pm or so, so we'd only been playing for a couple of hours tops by the time we called it a night. So not bad really given we had two big fights one after another.
We're still getting used to the rules, people's turns have speeded up since our first game, but there was still a lot of double checking of stuff going on that we'll mostly likely cut out once we've played a few more games.
Our rate of progress wasn't helped by getting attacked in the start location immediatelty due to the double one on my first hold back the darkness check either. WIthout that we'd probably have gotten much closer to reaching the second objective than we did.
I quite like the game with a larger number of players myself, but I'm happy to give two small groups a go if we want to give that a try.
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Post by Legionnaire on Dec 8, 2016 16:25:42 GMT
I agree they probably still would have killed us. But if they'd started on the far edges of the adjacent tiles they probably wouldn't have been able to get to a point where they were all able to attack everyone at once since the party was spaced out somewhat. The fact that they appeared on our tile meant they were basically in the middle of the party after one move and we all mostly then went splat! If everyone had managed to get at least one round of attacks in it might have made a difference. After all just three of you managed to take out two thirds of them. We probably could have set that combat up a bit smarter as well. Next time around it might be worth holding back until the party is in a decent formation before someone reveals the next tile. Yes, I agree. So it makes sense to not having Enemies appearing on the Tile that the party is standing on when revealing an Exploration Token. As you also say, in effect it became an Ambush and it worked horribly in their favour!!!! I think the next time we get a chance to shop, DYNAMITE is a good thing to stock up on! You aim for a tile, not an Enemy, and where it detonates, everything adjacent takes 1D6 Health damage, bypassing Defence completely (but Armour still counts!). Another option for pesky situations like this is to buy a trusted Shotgun (single or double barrelled), it uses D8 to Hit AND for Damage! Hits of 6-8 counts as Criticals as well! The drawback is that you usually only get one or two shots per round with it. I think that's a sensible idea mate.
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Post by Legionnaire on Dec 8, 2016 16:36:21 GMT
In terms of splitting the party up into two groups, I didn't think we were playing that slow even with six. We didn't start until probably 8:15pm or so, so we'd only been playing for a couple of hours tops by the time we called it a night. So not bad really given we had two big fights one after another. We're still getting used to the rules, people's turns have speeded up since our first game, but there was still a lot of double checking of stuff going on that we'll mostly likely cut out once we've played a few more games. Our rate of progress wasn't helped by getting attacked in the start location immediatelty due to the double one on my first hold back the darkness check either. WIthout that we'd probably have gotten much closer to reaching the second objective than we did. I quite like the game with a larger number of players myself, but I'm happy to give two small groups a go if we want to give that a try. We are getting used to the rules and the game 'flows' much better and quicker than when we started, but I have also taken up some House Rules I've pulled from other sources (the Initiative roll, the Enemy placement and a few others). I think you are correct, the double ones on the FIRST turn wasn't helping, that one came as a nasty surprise (don't you have a Lantern Oil? It can be used to re-roll ONE die on Holding Back the Darkness). Personally I don't mind which ever way, whole group/ split we play, as long as everybody are happy with it. I think we could try splitting it into two parties, as I have enough bits to do so and see how it goes. The next scenario "Search Party" is ideal to try that out with, as you are looking for a missing towns person, the further down the Depth Track, the less likely that they have survived (think you roll 1D per level of Depth Track and if ANY turns up 1, it's too late and the Mission counts as a failure).
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