Difference between revisions of "Talk:Kingmakers"

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I never really explained it that well, and I don't know why, but there it is.
 
I never really explained it that well, and I don't know why, but there it is.
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--[[User:Gdaze|Gdaze]] 16:26, 7 October 2009 (MST) Haha, well glad I could help there.  And thats okay, that was a first adventure, so it kinda helps us see how a game like that could work.  Sounds weird but I'd like to help make the cards and stuff.  I like making things for games, running them... m'eh.  I'm not always as into that, and it shows in MA.
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Also all players should pick the same task OR, and this is a bit more work, up to you, let the players break off into two groups, no smaller then two people.  Those who aren't doing something?  Play magic.  Although I dunno... not sure I like this idea looking at it again.  Maybe players could vote ahead of time, like Mon-Tues.

Revision as of 17:26, 7 October 2009

--Gdaze 11:48, 7 October 2009 (MST) Hmm, I like the idea that it is set in the normal WH world. Good move. I would also like a rule that there is no back stabbing of each other.

That said though, did you read what I put on the one shot? Too many things going on at once = bad. Give us options, but if its too much we get lost in details (I'm pretty sure Ed would agree with me here). Certain players like Ben and Dieter do like a lot of details, but if you give us tons of things to research, only a few players spend all their time doing it, and the game drags. So a balance is needed.

I actually like the MA game because it can be done in arks. I'd like to at least finish it as well before we start this by the by. Anyway. I think if you did this one, doing it in arks would be a good idea.

As for starting out at a lower level with rapid advancement...? I'm gonna vote this down. As we saw last Friday, even with a 80%-90% succues, failure can happen quite often. And lets face it, low level WH... we've done it, we know what it is like. So I say maybe lets start out with 2,000 exp or so. Maybe make the first few adventures advance quickly, like 200 exp, then slow it down to 100, or even 50. No reason we have to keep advancing quickly.

Another idea... get rid of the career system? I mean in the game everything costs 100 EXP. And this could allow for some crazy combos, but also would allow us to build the type of character we want. Sage Knight? Noble Pick-Pocket? Servant Girl Assassin? Magic School Drop-Out? Gambler-Den Junkie?

Too many times people have to take skills they don't really want, or don't get skills they'd really like to play. I know why the system is the way it is, but this might actually allow better RPing. Of course everyone is going to have dodge blow... However, characters would at least have to come up for a title for what they are.

What do you think?

For those who won't read something that long:

-Keep adventures in story arcs, not huge complicated plots that take over a month or two to complete.

-Start at 2,000 exp.

-Get rid of the career system, allow characters to build the type of character they want to be. But have to name what they are, to help make sure they have a clear concept.


--Matts 12:04, 7 October 2009 (MST)If we're ditching careers, I'd ditch Warhammer entirely for all the reasons you articulate above. I'm not sure just a name helps solidify the concept, because part of game balance sort of rides on the current setup. There's lots of fantasy systems out there that could shoulder this kind of game, like Savage Worlds, and if we're going to be bending the system past its comfort zone I think it's worth taking a look at something that's more geared to the way people want to play. I'll proof up a savage worlds test and see where that goes.

As to the arcs, yes. The whole point of the game is that it's episodic but the episodes don't require a ton of work on the part of the GM.

In terms of the introductory arcs, the aim there was solidifying the group's ties to their noble and each other, but if it doesn't sound like a fun idea, no worries.

I take your point about too much happening being confusing. I'd try to highlight at the start of each session the important news, I guess? I feel like that's been done before and to varying degrees of success, but certainly the goal isn't to paralyze everyone with difficult decisions.

--Gdaze 12:58, 7 October 2009 (MST) Is it really bending it past its comfort zone though? I mean sure, everyone is going to have dodge blow, but they made this change to WH40K so everyone does indeed have it, even if at half. Makes combat a little easier on the players, but I don't think that is a bad thing. The reason I like the Warhammer system is that it is simple. I'd give savage worlds a look though. But doesn't that mean making up a ton of stuff?

You don't need to highlight the nessary news I think, just if someone starts down a path say "This isn't important, now, or yet, so we can say you research it but it won't have an affect at this time." That way you can think up later what they find out, instead of trying to come up with something on the spot and it moves the game on.

And on systems, totally fine with it as long as it is simple. Hero is nice but even in fantasy combat lags.

Edmiao I think matt suggested an opening arc with 2-3 sessions of rapid xp, i think he was thinking one session at first tier, one at second and then by the third session everyone is third tier and then xp more slowly. presumably the first sessions would be spaced in time several years apart and would provide history for the group hook. I like the idea.

I think Gabes main point about careers is that there is a bunch of lame stuff in each career that you might want to skip, but are forced to buy. this could be gotten around by giving each player one skill to not buy per career and possibly one to swap for something else that is in line with the character, gm approval. small tweak to the system.

as to the game, i'm generally up for anything, just remember that as the night wears on, i get sleepy and then it's more fun to stab some npc who is bugging you in the back or face than to talk them around to your side. will a diplomacy heavy game end up dragging on because it encourages overplanning and drawn out schemes.?

--Gdaze 15:08, 7 October 2009 (MST) Yeah, pretty much what Ed said but also allows the player to make a character they want. Like Anjou, he was suppose to be a classy night, and didn't RP out his fellowship score, or even have the skills he needed to. The wine sale is a classic example (sorry Matt). I mean if this is a back stabby game the chance that everyone is going to play very smilar classes is quite good. So why not just let the character build their own class? Anything the GM doesn't like, he can say "Well I'm not sure this skill fits..."

And yes, needs to have some fighting! Maybe some guild fights in the streets?


--Matts 15:30, 7 October 2009 (MST)There will be fighting, otherwise why would we use Warhammer? My hope is that every session has a few little mini-episodes, and if neccesary, a story-ish bit. Ed's concerns about pacing are well-noted, and I like the sound of 11PM Friday Night Fights.

How about this: you can come up with whole careers (i mean it says you can do it in the book) and I can approve them. OR, you can take an existing career and swap out 2 skills or talents per career, also subject to approval. An example of approval is that I'd probably give you dodge blow, but unless it really fits your character (say, you're in a combat career) I probably wouldn't let you take it again. If your career doesn't have an interaction skill you'll have to swap an existing skill for it.

And PEOPLE! Please! Enough with the whine sale!

--Gdaze 15:47, 7 October 2009 (MST) I know I know... sorry. But it was an good example of playing what you want, and being limited by the system. We are a very heavy RP group, as in character acting. That is why I think this method will work better with our group.

Creating careers is nice, but are you going to come up with a format for how many skills/talents each one has? I still think free form but having to come up with a concept works best, meaning yes, everyone could evetually buy 40% or whatever in an ability.

I think the system itself will keep players from buying everything. I mean if you buy a ton of skills and no abilities, you have a lot you could do, but most of the time fail at. Again, just musings. Maybe we could try making some example characters with each? Just the way it is set up now it is kinda weird to be like... "Oh I use to be a bone picker, then I became a theif, after that I was a merchant for a bit before becoming a criminal overlord..."

I like the idea of just picking a theme for your character, maybe 2 to 3 words, and building your character around that.

IDEA: This idea is actually kinda like "An Unforgettable Party". And I think it would be really fun. Maybe we could come up with a control map? Like a map of the Empire, and maybe even one of the houses in the main city, and who controls what. This way we could track our process. I realize this makes it a bit of a sim game on top, but I really like the idea and could help get the players into the game.

Could even come up with favor adventures. Basically an adventure that night where you give the characters a few options to choose from and if they do it, they bring in a new advantage to their lord. Like knights, mages, rights to a certain trade, etc.

These are just ideas, but seeing actualy numbers and stuff might help out. I'll lend you the Border Princes book as it has some rules for this that, if nothing else, might help you think it up. In fact... that book might be really useful for this.

--Matts 16:02, 7 October 2009 (MST)Gabe, you basically just described my vision for the game. Pick an ally to develop relations with, adventure! Pick a guy you don't like and go after him, adventure! A map is a phenomenal idea. But the reason I was scribbling on those cards during the one-shot was because they were "assets": the things you use to go after other lords, or defend yourselves, basically the pieces that make up a political faction. To strengthen your faction, you have to bring people (or things, technically) into the fold. To weaken another faction, you have to pry their components away from them through various means. The idea here is that each one of those actions is a little mini-adventure involving intrigue, combat and adventure.

I never really explained it that well, and I don't know why, but there it is.

--Gdaze 16:26, 7 October 2009 (MST) Haha, well glad I could help there. And thats okay, that was a first adventure, so it kinda helps us see how a game like that could work. Sounds weird but I'd like to help make the cards and stuff. I like making things for games, running them... m'eh. I'm not always as into that, and it shows in MA.

Also all players should pick the same task OR, and this is a bit more work, up to you, let the players break off into two groups, no smaller then two people. Those who aren't doing something? Play magic. Although I dunno... not sure I like this idea looking at it again. Maybe players could vote ahead of time, like Mon-Tues.