Duskwall Scoundrels (Inactive)

Game Master DMRaven

Crew & Character Sheets


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Tycherosi - Playbook: Lurk | Stress: 1/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0

I got home today to find that my book arrived, so no more asking about rules (probably). I'll probably spend the weekend reading through it a few times to get a good feel for the system, but as for my downtime activities, I plan on reducing heat and seeking out a healer. We need to get one as a contact stat!


F Playbook: Whisper | Stress: 7/9 | Trauma: None | Level 1 Harm: Bruised/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0
Load 0/3+2 (Assassin's Rigging):

Whisper XP

You addressed a challenge with knowledge or arcane power. I'd say I addressed a challenge with arcane power when I slammed the Captain's ghost into the Hollow that was grappling Bell. So at least 1xp for that.

You expressed your beliefs, drives, heritage, or background. I'd also say that I expressed Vlaire's drive to get the job done when she willingly and readily set herself up to be a whore to kill the Captain. It shows how Vlaire cares more about the job than her own personal discomfort with being treated less than a high class lady.

You struggled with issues from your vice or traumas during the session. This didn't really happen as she wasn't tempted by anything involving getting fed on by vampires.

All of my XP gain is going into playbook advances.

Crew XP
Execute a successful accident, disappearance, murder, or ransom operation. Definitely commited a successful murder, so 1xp works for me.

Contend with challenges above your current station. Since the Captain was Tier II, we definitely contended with someone stronger than us. I dunno if the guards would be considered dangerous opposition but at least 1xp right?

Bolster your crew's reputation or develop a new one. Agreed on the strangenss here.

Express the goals, drives, inner conflict, or essential nature of the crew I agree that the inner conflict was expressed well. For other stuff... I can't really think of anything else that fits. We didn't have much happen besides a focus on the job. Maybe next time.


Playbook: Spider | Stress: 1/9 | Trauma: None | Level 1 Harm: Slash to the Ribs / None | Level 2 Harm: None / None | Level 3 Harm: None | Coin: 0 | Stash: 0
Load 0/3:
No Items Selected

I agree with Vlaire's observations about the character, all of it is accurate for sure.

Just like Vlaire, all my XP earned will be going into that sweet, sweet Playbook.


Crowl "Smiles" Strathmill wrote:

So I was going to post this in the main chat but I felt it'd be too wordy and I didn't want to clog it up with OOC talking.

So the Spider gains XP whenever he uses conspiracy or calculation to overcome his challenges. I think I did that quite a few times, a lot of it through flashbacks. Setting up Vlaire as the minx that'd get the captain's attention, making sure the right "equipment" arrived at the room for the assassination, then having Masia go off and try to drug the one guard with a quick slip of the drink. I'd like to push for 2 XP but if you guys think differently, that's cool by me. :D

I read it as getting 1 XP for completing a heist/challenge with that. If you can get more than that, then definitely!

Quote:


Now I wanted to check for the "express your beliefs, drives, heritage, or background" trigger. You have it that it has to be expressed in the mission but the character sheet says that it just has to be expressed. I think that'll be pretty hard to trigger than since most character development seems to happen in downtime and freeplay honestly. I don't think Smiles had shown any of these things regardless, maybe his early interactions with the group showcased his somewhat gentlemanly nature?

Oh I think its definitely possible to do this during downtime, I was just tallying stuff up from during the heist. The rules described giving out XP after one during the downtime phase.

Quote:


As for Crew XP, I think we definitely hit the bolstering of the
"Strange" reputation. Ghosts appeared and stalked through the building, a captain was found naked and dead surrounded by bondage gear. I think that should at least be 1 XP.

When you describe it like that, you definitely get a boost from being Strange!

Quote:


As for our drives, conflicts, goals, and nature of the crew? I think we showcased a bit of a conflict or schism in the group. There are the "truly strange" members of our group; Bell, Shadow, and Vlaire. I feel like Crowl and Masia are using the group's strangeness to their advantage more than indulging in it. So maybe 1 XP?

I don't think there was enough actual interaction between crew members for this. Crooked and Smiles had some conversation but there wasn't really a lot on drives or conflicts there.


Vlaire Kingston wrote:

Whisper XP

You addressed a challenge with knowledge or arcane power. I'd say I addressed a challenge with arcane power when I slammed the Captain's ghost into the Hollow that was grappling Bell. So at least 1xp for that.

That action somehow slipped my mind! Yes, definitely Xp for that.

Quote:


You expressed your beliefs, drives, heritage, or background. I'd also say that I expressed Vlaire's drive to get the job done when she willingly and readily set herself up to be a whore to kill the Captain. It shows how Vlaire cares more about the job than her own personal discomfort with being treated less than a high class lady.

I'd count this, especially since I tried to ask a few questions about her feelings on the matter and Claret said she was uncomfortable.

Quote:


Contend with challenges above your current station. Since the Captain was Tier II, we definitely contended with someone stronger than us. I dunno if the guards would be considered dangerous opposition but at least 1xp right?

I missed that section, you would definitely get +1 XP for that.

So +3 XP for the crew instead (murder, strange, difficult tier opponent)

Scarab Sages

Playbook: Lurk | Stress: 1/9 | Trauma: None | Level 1 Harm: Cut Hand/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0 | Load (Std) 1/5

Sorry, sorry, sorry. I was gone all week; give me a bit to catch up.


We're still waiting on Downtime actions for Bell and Shadow.

The NPC factions have begun making progress toward their own goals while the crew's reputation remains unchanged. Among the right circles, however, Lydra has made sure people know you are out there and you're doing good work. No details, but enough to raise your street Rep slightly.

As mentioned in the Recruitment thread, we are rapidly coming to a close. I wanted to test out the system and see how a heist was run as well as get a taste for the downtime rules.

I know in the future to keep the GM section handy and open while running the game, it helped a lot when I felt the game was getting stuck in a rut (right before Bell saw the ghost, the guards started causing trouble, etc).

I have a few questions for you all as we draw to an end, if you don't mind.

1) How did you feel about the game's handling of Position + Effect on actions?

2) How did you like the flashback mechanic?

3) Did you feel encouraged to make certain risky decisions through the gameplay?

3a) Would a campaign tab table of what gives XP have helped with making certain RP decisions?

4) How did you feel about the overall flow of action, mainly the lack of turn orders?


1) How did you feel about the game's handling of Position + Effect on actions?

Now that I've started to read through the rules, I find it to be an interesting mechanic. It allows pretty decent agency for players in the story, and let's the GM set the tone of the campaign.

2) How did you like the flashback mechanic?

This is the best part of the system, imo. cutting out the boring planning sessions and going and doing a thing seems like it will keep the game fresh and allow for players to improvise or bring things into play they didn't think of but would be good in the moment.

3) Did you feel encouraged to make certain risky decisions through the gameplay?

Not particularly, but that might be because my overall part was very minor when compared with the others.

3a) Would a campaign tab table of what gives XP have helped with making certain RP decisions?

Absolutely. I think that not having key information was my biggest barrier to making impactful decisions. Not only things that give xp, but what I like to do on campaigns I run is have important NPCs, Notes on the things the PCs focus on in the game, that sort of thing.

4) How did you feel about the overall flow of action, mainly the lack of turn orders?

I think it works well as long as no one dominates the conversation, so to speak. I know that in my local PFS gaming group, there are 2-3 of us that act as the party leaders and the decision makers and the rest of the group kinda just tags along. I would really not want to run this game for that group.

Liberty's Edge

1) How did you feel about the game's handling of Position + Effect on actions?
I find the game's handling of Position + Effect to be interesting but a little obfuscated. Specifically with Effect, it turns out its possible to have "extreme" effect if you somehow push past Great effect but the usage of "extreme effect" isn't spelled out anywhere. Also, outside of clocks, there is very little direction for what each stage of Effect represents for a given action because everything applies so broadly.

2) How did you like the flashback mechanic?
I love having my own personal retroactive hammerspace.

3) Did you feel encouraged to make certain risky decisions through the gameplay?
All the time, the XP system is practically designed around pushing for desperate and risky decisions.

3a) Would a campaign tab table of what gives XP have helped with making certain RP decisions?
Not for me, but I own a copy of the rulebook so I'm outside of the need for it. It would certainly help those who don't have the rulebook.

4) How did you feel about the overall flow of action, mainly the lack of turn orders?
I feel like the flow of action got muddled during the score with questions and actions being ignored. Some of that is down to the lack of turn orders where I feel that a round robin style would have helped keep the flow going. Though some of that is also down to the PBP way we are playing the game. Otherwise, it works well enough as long as everything has a job to do.


Thank you for the feedback, Kiradia, Vrog.

I would like to run another heist at some point with Blades to get a better handle on the rules, but there are other things on my list I'd like to get to as well!

Once life settles down a little, I am plotting a game of Microscope followed by either Torchbearer or Dungeon World set in the setting made by the Microscope game. Are there any games either of you are interested in playing in? I've got a mess of games I've never run/played in that I'd like to mess with and plan to continue running occasional one shots in different systems here.

I'm going to close this campaign up tomorrow. Thank you for playing! I'm actually surprised at how quickly a single heist + downtime goes by.


Been fun. Good luck with your games.

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