Playing We be goblins too according to society rules


GM Discussion

Grand Lodge 2/5

hello, in 2 weeks I'm gonna direct We be goblins too. Being a scenario with pregenerated PCs, who do experience and treasure works? I suppose if players win they get the usual prizes, but what if a goblin PC dies?

4/5

Except for being able to assign the chronicle to a 2nd - 4th level PC, use the same procedures that one would use for any other pregen in a scenario. But, the instruction sheet with the chronicle has a special rule for spending Prestige to raise goblins from dead. Spend 5 prestige points to remove the death condition and the negative levels associated with the Raise Dead. Other than that, the normal pregen rules apply.

Dark Archive 1/5

Also, the We Be Goblins modules only award 1xp and 1 prestige due to them being so short. In case of the party failing for one reason or another, the goblin games at the beginning collectively count as 1 encounter. And yeah, when people get into playing evil goblins it's entirely possible that people will die during the goblin games. The little buggers are evil backstabbers, and proud of it.

Grand Lodge 2/5

ok thanks.

Dark Archive 1/5

I hope all that helps you out Roger. The We Be Goblins chain is really fun. I enjoy both playing in, and GMing them.

Silver Crusade 4/5

I have to disagree about WGB/2 being too short. I have the complete opposite issue and they can easily run over 4 hours. That said, they are a lot of fun and great fodder for roleplay, hence one of the reasons they can go a little long.

4/5 5/55/55/55/5 ****

If your players stay on focus and work as a group (basically treat it as any other PFS mission) the We Be Goblins series run short.

Look at the page count and encounter count, both much less than a PFS scenario.

~

If your players are fully getting into the Goblin-ness of the characters, it tends to run longer... Goblins are not well known for teamwork and cooperation.

Backstabbing and sabotaging each other, very Goblin.

They are manic, homicidal, hyper, pyro, distractible, little balls of destruction.

Dark Archive 1/5

And oh so fun to play. First time I played in We Be Goblins Free, due to all the backstabbing in one of the goblin games we all nearly died. And were dangerously short on resources the rest of the session. You know, due to Mogmerch bombing everyone, and someone else using their necklace of fireballs, and so forth. All to win a race.

The Exchange 4/5 5/5

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If you give Poog a wand of fireball Poog is going to use a wand of fireball. All other considerations (like where other goblins are standing) are irrelevant.

Dark Archive 1/5

Exactly! It can be hilariously fun to RP chaotic little backstabbers once in a while. Similarly to how last night when the party was lined up for most to be caught by a goblin shaman's burning hands... Little things like fellow goblins and his familiar also being caught in it were not important.

Silver Crusade 4/5

Tempest_Knight wrote:

If your players stay on focus and work as a group (basically treat it as any other PFS mission) the We Be Goblins series run short.

Look at the page count and encounter count, both much less than a PFS scenario.

~

If your players are fully getting into the Goblin-ness of the characters, it tends to run longer... Goblins are not well known for teamwork and cooperation.

Backstabbing and sabotaging each other, very Goblin.

They are manic, homicidal, hyper, pyro, distractible, little balls of destruction.

I have found that the trials in both WBG/2 can run very long.

Dark Archive 1/5

Well, they are a prime roleplaying moment. And if done properly it's an all night affair (in-game), not just 3 events back to back. When I ran WBG over on RPOL I had someone challenge one of the player's hero status, and daring them to take X challenge to prove the challenger wrong. Also played up the fact it IS an all night party, with drinking, singing (badly), and petty goblin politics involved.

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