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CraftyShafty |
Posted: Jun 4 2012, 04:17 PM
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Group: Members Posts: 179 Member No.: 2195 Joined: 29-November 11 |
Continuing from the first session report here
-------------------------------- *Final Comments and Questions* Because this was a short-run game, we didn't use advancement points at all, so no one really got to see how to gain those or how to use traits. Furthermore, because most rolls were significant, being that the pcs were almost constantly making life-or-death decisions, there were very few rolls I allowed them to hand waive from the use of a trait. I didn't get to use all the cool hazards I had prepared (either borrowed from the rules and re-themed, or created by myself). I would have especially like to have seen "Mirage" occur, especially with a bigger group of players. I included the list of possible hazards below (the only one triggered was the Heat Wave). Some questions that came up during play: - All the zombies had a special ability to cause Fear rolls, which some pcs failed. Does this fear remain in place until all the zombies they are fighting are killed (or the pcs flee to another place), or is there a way to stop being afraid? - For purposes of calculating fatigue gained from failed Travel rolls, when is the "end of the journey". What if the end of the journey is the safe spot, where pcs can start regaining this journey fatigue? What is the point of calculating those points then, except to ensure the pcs remain at this safe spot for an arbitrary amount of time (representing 1 day for each point of fatigue gained; but again, if this is a fellowship phase there won't be any penalty to hand waiving it by saying "my pc rests here until he has no more fatigue from travel")? - Weariness didn't come up much during the campaign, surprisingly. I think a couple of characters were Weary briefly, but it quickly wore off. This leads me to feel like journey fatigue should be added as it is gained, instead of "at the end", but that might be too penalizing. - The rules state that pcs can take 2 actions per day of travel, and yet, between a couple of planned events and the potential random encounter from eyes on travel rolls, why doe the rules state you can take these 2 actions per day? What is the point of these 2 actions, especially if players aren't making a fatigue roll every day, what do you need to narrate, when you (as the LM) haven't planned any encounters (yet) nor can any random events occur (until the next travel roll). For example, if the pcs are traveling from Erebor to Beorn's House, and they have to make (I'm making these #s up) 4 fatigue rolls, and yet the journey is 20 days, do you narrate each of the 20 days? Or do you just narrate a section of days that goes along with each fatigue roll, and during each section, the pcs can take actions (like starting a fire, finding a campsite, etc)? What are the possible actions a pc can take? If you are being as detailed as finding a camp spot each night, building a fire, keeping lookout, then why limit the actions to just 2 per day? If the limit of 2 is to help keep things moving, since you aren't trying to role play every moment of a 20 day journey, then what actions actually contribute anything when there isn't a travel roll to make that day nor a planned encounter? I'm definitely still feeling fuzzy about some aspects of the journey rules. |
Rusty |
Posted: Jun 4 2012, 04:29 PM
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Group: Members Posts: 6 Member No.: 1990 Joined: 4-October 11 |
Kill the zombies or run.
Apply Fatigue immediately.
See above.
It is a cap, not a requirement. If PCs wish to take additional actions, they may take up to two. The example given (LMB p. 37) is "looking for signs of the recent passage of Orcs", which may be attempted up to twice per day, rather than, say, once every hour. |
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Garn |
Posted: Jun 6 2012, 06:55 AM
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Group: Members Posts: 938 Member No.: 2432 Joined: 10-February 12 |
CraftyShafty,
Fear affects remain until the source of the fear either:
dies is resisted runs out of Hate (for instances where the target keeps throwing the fear off and the monster keeps re-applying it) chooses to withdraw the fear or, the character: flees dies is incapacitated (ill or unconscious) -------------------- Garn!
I have yet to read the books thoroughly. |