Wednesday, November 29, 2017
I've recently been using my downtime in the evenings for some solo Mythras gaming in a grim fantasy world. One thing I wonder from everyone here is, how do you play out unraveling conspiracies and court intrigue? Since there is no GM to really make the conspiracy, it's difficult to piece together the rolls of the dice or tarot cards and what not. How do people do this?
Tuesday, November 28, 2017
Originally shared by Jacob Ross
Originally shared by Jacob Ross
Just putting something out there, but if I were to offer premium versions of the cards for Samurai Dice, what would you prefer? The character with no background image over rainbow foil or a lenticular hologram of the character in motion?
Just putting something out there, but if I were to offer premium versions of the cards for Samurai Dice, what would you prefer? The character with no background image over rainbow foil or a lenticular hologram of the character in motion?
I think these warbands are ready to be put aside for a time. The battle was fun, but the ending was a bit of a let down. Tundra (blue) had a clever idea, if he put explosive runes on all the loot stashes then the opposition would have a hell of time trying to carry them off. He hadn't anticipated that Azrael might just roam the board slinging fireballs with abandon.

I think these warbands are ready to be put aside for a time. The battle was fun, but the ending was a bit of a let down. Tundra (blue) had a clever idea, if he put explosive runes on all the loot stashes then the opposition would have a hell of time trying to carry them off. He hadn't anticipated that Azrael might just roam the board slinging fireballs with abandon.
In the end, no loot was carried off. Both Tundra and his apprentice were slain on the backs of Fireballs and incredible dice rolls. This had the feeling of a finale. Azrael and his band decided they were tired of the back and forth, this was less a fight and more of a statement. The fire mage wanted all treasure hunters to know that this was his territory, tresspssers would face dire repercussions.
The rune casters at least are retired form the board. I may build a new band to face the Fire Mages, or I might start up a new rivalry. Frostgrave is a big place, Azrael only staked his claim to a small portion, which means there are many other places left to explore.
Monday, November 27, 2017
I haven't checked this out yet but apparently this is designed for group, one on one, & solo play, so I figured I'd share it here in case no one else has caught it
I haven't checked this out yet but apparently this is designed for group, one on one, & solo play, so I figured I'd share it here in case no one else has caught it
Originally shared by Shawn Tomkin
The Ironsworn fantasy RPG is in final editing and playtesting. The 180 page preview release is a complete game, and free to download. It is suitable for guided play (traditional GM), co-op (two or more players, no GM) and solo (just you!)
It is inspired by the move-driven mechanics of Apocalypse World, but tweaks the formula quite a bit. It incorporates new dice mechanics, a la carte character creation and advancement, and moves that are intended to support a compelling narrative progression even at a GM-less table. It has been accused of being a bit crunchy, so if you don't mind some meat on the bones of your narrative RPG, it might be worth a look.
The setting is a rugged frontier at the edge of the known world. Extensive guidelines for adjusting the world to your preferences are included. Or, you can use your own setting. Either way, your character will venture into perilous lands and struggle to fulfill sacred vows as one of the Ironsworn.
I would be thrilled for folks to give it a look!
http://ironswornrpg.com
Originally shared by Shawn Tomkin
The Ironsworn fantasy RPG is in final editing and playtesting. The 180 page preview release is a complete game, and free to download. It is suitable for guided play (traditional GM), co-op (two or more players, no GM) and solo (just you!)
It is inspired by the move-driven mechanics of Apocalypse World, but tweaks the formula quite a bit. It incorporates new dice mechanics, a la carte character creation and advancement, and moves that are intended to support a compelling narrative progression even at a GM-less table. It has been accused of being a bit crunchy, so if you don't mind some meat on the bones of your narrative RPG, it might be worth a look.
The setting is a rugged frontier at the edge of the known world. Extensive guidelines for adjusting the world to your preferences are included. Or, you can use your own setting. Either way, your character will venture into perilous lands and struggle to fulfill sacred vows as one of the Ironsworn.
I would be thrilled for folks to give it a look!
http://ironswornrpg.com
Hanson is ordered off the case, but the damn stubborn detective just can't let it go.
Hanson is ordered off the case, but the damn stubborn detective just can't let it go.
She does get some payback on Cora, though. So she's got that going for her.
She does get some payback on Cora, though. So she's got that going for her.
Remember Tomorrow - Wan Brothers Corporation - Intro Scene
Remember Tomorrow - Wan Brothers Corporation - Intro Scene
Intro scenes lend themselves to narration so here is another monologue. Time has been an impediment to playing. Still, I hope I can find enough time to introduce the last Faction within the time left in this year's #SGAM2017.
Intro scenes lend themselves to narration so here is another monologue. Time has been an impediment to playing. Still, I hope I can find enough time to introduce the last Faction within the time left in this year's #SGAM2017.
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