Interim Feedback Request - Adventure 1
- Snake Eyes
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Interim Feedback Request - Adventure 1
Now that adventure 1 is pretty much wrapped up and in the books, I humbly request feedback on how things went. Should the tug of war with Mondain have seen me throw some WC / GM bennies to stretch out the challenge, or did it go on long enough, thankyouverymuch? Did I give you too much loot? Too little? Would you rather RP and adventure all the way back to the castle? Should I have thrown more enemies at you? Fewer? OH MY GOSH, use a smaller map next time?
I run this for fun. I'm enjoying GMing for adults (and Derrick) and my aim is for you to enjoy seeing the "New Post" indicator on the 12th AAT light up. I'm not fragile and welcome feedback on how to make it more entertaining.
Thanks!
Christian / Setnaja / Snake Eyes
I run this for fun. I'm enjoying GMing for adults (and Derrick) and my aim is for you to enjoy seeing the "New Post" indicator on the 12th AAT light up. I'm not fragile and welcome feedback on how to make it more entertaining.
Thanks!
Christian / Setnaja / Snake Eyes
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- Gaspard Gillead
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Re: Interim Feedback Request - Adventure 1
I had a blast. In particular, the final fight was grim and challenging, but not completely overwhelming--well done, there. Having Mondain spend personal bennies to push against us would've made sense (I usually keep criteria for NPC bennies in my notes, so that I have some idea of when and where they're likely to spend them), but GM bennies, specifically, are for making the encounter more fun in general, and I think you achieved that just fine as it was.
I'm totally happy on the loot front. If someone feels they got too much, I'd straight-up suggest "spending" your share on charitable works, or forging contacts, or even just raucous partying when we get back to Hope (or earlier, if we stop off).
As for RP/Adventure on the way back, well, that's a matter of plot. We've got our Open Chat for RP, so that fix is always available for those who have some spare time to post. Epilogue encounters and such aren't really needed, unless you want to set something up in terms for the next adventure (or even foreshadow further out, if you've got plans that extend that long).
In general, then, I've had a blast, and don't see many big-picture places where you need improvement.
I do have one strong suggestion, and it is indeed map-related. Map size isn't an issue for me, so long as you lay them out fairly coherently. But with so many individuals on the map (including additional summons on both sides), it becomes very tricky to determine who is who. Including names in the initiative queue, next to their avatars, would've made things a LOT clearer.
Also, on the subject of initiative: PCs invest in particular Edges because they want those abilities to be emphasized--for this reason, I'm generally disinclined to agree with folks calling for full-group inits. The guy who drops three Edges on Quick and Improved Level-Headed shouldn't be hamstrung (or pulling forward) the guy who picked Monologuer.
Allied NPCs should usually be tagged to a particular PC--if there's someone who is just hooking up with the group for a bit and you want to participate in combat, then give their stat bloc to one of the players (whichever character it seems most likely for them to want to associate with) and they can get posts in on the same time as that character.
For enemy NPCs, on the other hand, it's usually fine to cluster them--you should never really need to flip more than two or three cards for the baddies, and three would be rare. This gives you fairly discrete groupings--often just, "Fast PCs, NPCs, Slow PCs", which frees up posting order a lot without completely nerfing character design.
I'm totally happy on the loot front. If someone feels they got too much, I'd straight-up suggest "spending" your share on charitable works, or forging contacts, or even just raucous partying when we get back to Hope (or earlier, if we stop off).
As for RP/Adventure on the way back, well, that's a matter of plot. We've got our Open Chat for RP, so that fix is always available for those who have some spare time to post. Epilogue encounters and such aren't really needed, unless you want to set something up in terms for the next adventure (or even foreshadow further out, if you've got plans that extend that long).
In general, then, I've had a blast, and don't see many big-picture places where you need improvement.
I do have one strong suggestion, and it is indeed map-related. Map size isn't an issue for me, so long as you lay them out fairly coherently. But with so many individuals on the map (including additional summons on both sides), it becomes very tricky to determine who is who. Including names in the initiative queue, next to their avatars, would've made things a LOT clearer.
Also, on the subject of initiative: PCs invest in particular Edges because they want those abilities to be emphasized--for this reason, I'm generally disinclined to agree with folks calling for full-group inits. The guy who drops three Edges on Quick and Improved Level-Headed shouldn't be hamstrung (or pulling forward) the guy who picked Monologuer.
Allied NPCs should usually be tagged to a particular PC--if there's someone who is just hooking up with the group for a bit and you want to participate in combat, then give their stat bloc to one of the players (whichever character it seems most likely for them to want to associate with) and they can get posts in on the same time as that character.
For enemy NPCs, on the other hand, it's usually fine to cluster them--you should never really need to flip more than two or three cards for the baddies, and three would be rare. This gives you fairly discrete groupings--often just, "Fast PCs, NPCs, Slow PCs", which frees up posting order a lot without completely nerfing character design.
- Snake Eyes
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Re: Interim Feedback Request - Adventure 1
I appreciate the feedback. Mondain qualified as a WC, and had the Wild Die (at Master) on his Spellcasting to prove it. I did think the battle was towards the end of its entertainment value, as it was about to become "spawn more lesser demons, Xero, Alex, Everett, Heather kill them or slow them down, ritual squad struggles vs. BBEG, repeat". I didn't want the flavor of the ritual to overpower the rest of the fight. Bennies felt like they would've prolonged the inevitable needlessly.Gaspard Gillead wrote: ↑Wed Nov 14, 2018 3:12 pm I had a blast. In particular, the final fight was grim and challenging, but not completely overwhelming--well done, there. Having Mondain spend personal bennies to push against us would've made sense (I usually keep criteria for NPC bennies in my notes, so that I have some idea of when and where they're likely to spend them), but GM bennies, specifically, are for making the encounter more fun in general, and I think you achieved that just fine as it was.
I'm totally happy on the loot front. If someone feels they got too much, I'd straight-up suggest "spending" your share on charitable works, or forging contacts, or even just raucous partying when we get back to Hope (or earlier, if we stop off).
As for RP/Adventure on the way back, well, that's a matter of plot. We've got our Open Chat for RP, so that fix is always available for those who have some spare time to post. Epilogue encounters and such aren't really needed, unless you want to set something up in terms for the next adventure (or even foreshadow further out, if you've got plans that extend that long).
In general, then, I've had a blast, and don't see many big-picture places where you need improvement.
I do have one strong suggestion, and it is indeed map-related. Map size isn't an issue for me, so long as you lay them out fairly coherently. But with so many individuals on the map (including additional summons on both sides), it becomes very tricky to determine who is who. Including names in the initiative queue, next to their avatars, would've made things a LOT clearer.
Also, on the subject of initiative: PCs invest in particular Edges because they want those abilities to be emphasized--for this reason, I'm generally disinclined to agree with folks calling for full-group inits. The guy who drops three Edges on Quick and Improved Level-Headed shouldn't be hamstrung (or pulling forward) the guy who picked Monologuer.
Allied NPCs should usually be tagged to a particular PC--if there's someone who is just hooking up with the group for a bit and you want to participate in combat, then give their stat bloc to one of the players (whichever character it seems most likely for them to want to associate with) and they can get posts in on the same time as that character.
For enemy NPCs, on the other hand, it's usually fine to cluster them--you should never really need to flip more than two or three cards for the baddies, and three would be rare. This gives you fairly discrete groupings--often just, "Fast PCs, NPCs, Slow PCs", which frees up posting order a lot without completely nerfing character design.
I definitely agree with you on the Initiative part. In the future, I'll move back to initiative by card, not by group, and I'll try to pare down the number of enemy cards drawn so there's not as much "I go, you go, I go, you two go, I go" etc. I don't want to short the people who've invested in combat and initiative edges. That's a failing of my trying to differentiate the bad guys initiative and letting the combat rounds draw out too long as a result.
Labeling the cards will help, and I'll play with R20 until I figure out how to get names in there. I'm sure it's not complicated. Thanks for that.
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Re: Interim Feedback Request - Adventure 1
Super duper fun. Sad to see slatheros leave though. He was my favorite once he went unconscious.
I love all the map work you do.
I wish Alex had more arms to carry more things.
Hi card draw intitiative is a totally valid way to run initiative. I prefer it in pBp.
I love all the map work you do.
I wish Alex had more arms to carry more things.
Hi card draw intitiative is a totally valid way to run initiative. I prefer it in pBp.
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Re: Interim Feedback Request - Adventure 1
I also was having a lot of fun. I think Freemage has a great point about loot, just keep doing what you do, in my own games I sometimes assume a large percentage (about half) is damaged/lost from the vagaries of combat. But honestly for those who have too much let them do as he suggest and donate it away.
On the initiative front, for me it turns into weeks of having much less fun. I normally do "Before Bad Guy, Bad Guys then, After Bad Guys" so all the players go together. But i understand Freemage's point about initiative edges becoming less meaningful. Perhaps if you adopted tighter drag limits between cards. For example, 3 days to post then you are on hold is one I prefer the most, which can depend on group size.
The Maps where clear to me until Dominic showed up and I thought he was a bad guy at first. Once I realized VV joined I figured it out.
For NPC's i think again Freemage is right. While I never have written guide lines on what the NPCs will use their bennies for I think you did fine on using them. As a GM I normally use them to keep the bad guys alive or fighting versus "instant Win" results like slumber, massive damage, mind control, or puppet.
Great Job Snakeeyes!
On the initiative front, for me it turns into weeks of having much less fun. I normally do "Before Bad Guy, Bad Guys then, After Bad Guys" so all the players go together. But i understand Freemage's point about initiative edges becoming less meaningful. Perhaps if you adopted tighter drag limits between cards. For example, 3 days to post then you are on hold is one I prefer the most, which can depend on group size.
The Maps where clear to me until Dominic showed up and I thought he was a bad guy at first. Once I realized VV joined I figured it out.
For NPC's i think again Freemage is right. While I never have written guide lines on what the NPCs will use their bennies for I think you did fine on using them. As a GM I normally use them to keep the bad guys alive or fighting versus "instant Win" results like slumber, massive damage, mind control, or puppet.
Great Job Snakeeyes!
Gill Chaos Master (Rob T)
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Re: Interim Feedback Request - Adventure 1
I echo that the map and initiative could have maybe been handled a little better - but also that you did a really good job! I had fun. Thank you!
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Re: Interim Feedback Request - Adventure 1
Heh. Slatherdaddy isn't gone yet. Nobody asked how long the ritual of destruction was supposed to take...Pender Lumkiss wrote: ↑Wed Nov 14, 2018 4:01 pm Super duper fun. Sad to see slatheros leave though. He was my favorite once he went unconscious.
I love all the map work you do.
I wish Alex had more arms to carry more things.
Hi card draw intitiative is a totally valid way to run initiative. I prefer it in pBp.
High card / group initiative does have appeal for PbP, but I think it would require people know up front so they're not tempted to take the Initiative Edges when they won't apply as readily. I can see in a less intense combat, like at the arch, letting it go to side-based initiative. Then when the big fight rolls around, getting down into the details with initiatives. Still, it's a very valid concern that initiative edges become neutered on side-based. I've sampled some of Rob's style of combat, where the PCs are given X number of days to put up a combat post once their turn comes up, or they're placed on hold. While he keeps trying to slaughter my sweet innocent little gremlin TW, the idea of forcing combat along has merit. I may end up adopting that if we run into too many slowdowns. We'll see how it goes when I draw fewer bad guy cards.
Thanks for the feedback!
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Re: Interim Feedback Request - Adventure 1
I don’t really see them being nutered unless you are talking specifically about them being neutered when compared to other players. When I do side based I still roll all the cards for everyone. So those level headed and quick folks still get their card draws.Snake Eyes wrote: ↑Wed Nov 14, 2018 9:40 pmHeh. Slatherdaddy isn't gone yet. Nobody asked how long the ritual of destruction was supposed to take...Pender Lumkiss wrote: ↑Wed Nov 14, 2018 4:01 pm Super duper fun. Sad to see slatheros leave though. He was my favorite once he went unconscious.
I love all the map work you do.
I wish Alex had more arms to carry more things.
Hi card draw intitiative is a totally valid way to run initiative. I prefer it in pBp.
High card / group initiative does have appeal for PbP, but I think it would require people know up front so they're not tempted to take the Initiative Edges when they won't apply as readily. I can see in a less intense combat, like at the arch, letting it go to side-based initiative. Then when the big fight rolls around, getting down into the details with initiatives. Still, it's a very valid concern that initiative edges become neutered on side-based. I've sampled some of Rob's style of combat, where the PCs are given X number of days to put up a combat post once their turn comes up, or they're placed on hold. While he keeps trying to slaughter my sweet innocent little gremlin TW, the idea of forcing combat along has merit. I may end up adopting that if we run into too many slowdowns. We'll see how it goes when I draw fewer bad guy cards.
Thanks for the feedback!
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Re: Interim Feedback Request - Adventure 1
I think it exploded a little bit just by pure volume of bad guys slain. When Combat Mages and Necromancers are carrying TW ranged and melee weapons, CM armor, etc. there's bound to be a ton. When you add in just a little extra, all of a sudden, you're making millionaires. It's earned, for sure. Just don't want to give away the farm on the first plow.Gill wrote: ↑Wed Nov 14, 2018 4:18 pm I also was having a lot of fun. I think Freemage has a great point about loot, just keep doing what you do, in my own games I sometimes assume a large percentage (about half) is damaged/lost from the vagaries of combat. But honestly for those who have too much let them do as he suggest and donate it away.
On the initiative front, for me it turns into weeks of having much less fun. I normally do "Before Bad Guy, Bad Guys then, After Bad Guys" so all the players go together. But i understand Freemage's point about initiative edges becoming less meaningful. Perhaps if you adopted tighter drag limits between cards. For example, 3 days to post then you are on hold is one I prefer the most, which can depend on group size.
The Maps where clear to me until Dominic showed up and I thought he was a bad guy at first. Once I realized VV joined I figured it out.
For NPC's i think again Freemage is right. While I never have written guide lines on what the NPCs will use their bennies for I think you did fine on using them. As a GM I normally use them to keep the bad guys alive or fighting versus "instant Win" results like slumber, massive damage, mind control, or puppet.
Great Job Snakeeyes!
I'm definitely considering adopting your "hold after X days" approach. I want to try tightening up the number of bad guy cards drawn to see how that affects the next fight, but if we get too far between posts, I'll start imposing time limits.
I actually don't have a problem with showing Dom as a bad guy at first. He appeared out of nowhere and isn't wearing a uniform. It created a little bit of "who the eff is this guy?!" drama mid fight. Still, labeling the bad guys (now that I've figured it out) will be helpful in the future. I forget I have the advantage in seeing the icons get dragged onto the map.
Thanks for the feedback!
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Re: Interim Feedback Request - Adventure 1
Glad to hear it! Yeah, I think I'll have the map and initiative stuff sorted out for next time, thanks to the feedback here. I appreciate it!
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Re: Interim Feedback Request - Adventure 1
I think Freemage's point that the initiative edges are going to be used to a teammate's advantage (guy hit with Exalted Slow still acts on his Quick Level Headed buddy's Joker) while someone had to take the edge hit in the first place is very valid. I'd not thought of it that way. The LH / Quick folks do get their card draws, but everyone else took New Power / Power Points or other Iconic edges to toughen up their character, and end up with the benefit of LH / Quick anyway. Leaves it a bit of a finger in the eye to the fast guy.Pender Lumkiss wrote: ↑Wed Nov 14, 2018 9:43 pmI don’t really see them being nutered unless you are talking specifically about them being neutered when compared to other players. When I do side based I still roll all the cards for everyone. So those level headed and quick folks still get their card draws.
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Re: Interim Feedback Request - Adventure 1
I should note that it's not a deal-breaker for me--I would vote for keeping PC initiatives discrete, but wouldn't pitch a fit if the vote were to go the other way, in a hypothetical voting situation.Snake Eyes wrote: ↑Wed Nov 14, 2018 9:50 pmI think Freemage's point that the initiative edges are going to be used to a teammate's advantage (guy hit with Exalted Slow still acts on his Quick Level Headed buddy's Joker) while someone had to take the edge hit in the first place is very valid. I'd not thought of it that way. The LH / Quick folks do get their card draws, but everyone else took New Power / Power Points or other Iconic edges to toughen up their character, and end up with the benefit of LH / Quick anyway. Leaves it a bit of a finger in the eye to the fast guy.Pender Lumkiss wrote: ↑Wed Nov 14, 2018 9:43 pmI don’t really see them being nutered unless you are talking specifically about them being neutered when compared to other players. When I do side based I still roll all the cards for everyone. So those level headed and quick folks still get their card draws.
Doing side initiative for the bad guys still keeps things fairly simple, tho, since it's only three groupings as a result (and not even that if the baddies draw higher or lower than everyone).
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Re: Interim Feedback Request - Adventure 1
I am down for whatever. Either way I do not care and I’ll have a blast.
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Re: Interim Feedback Request - Adventure 1
In general, I'd like to have per card initiative. I only switched to try to expedite the final combat. I think at most a "bad guy mooks draw, bad guy WCs draw" would help move things along. 3-4 different bad guy draws muddies the waters. 1 bad guy draw is most likely depending on the size of the group. What I don't want to do is have 20 bad guys all go at once and pile up a bunch of wounds on the good guys that they don't have the opportunity to soak or reduce the number of enemies attacking.Freemage wrote: ↑Thu Nov 15, 2018 6:41 am I should note that it's not a deal-breaker for me--I would vote for keeping PC initiatives discrete, but wouldn't pitch a fit if the vote were to go the other way, in a hypothetical voting situation.
Doing side initiative for the bad guys still keeps things fairly simple, tho, since it's only three groupings as a result (and not even that if the baddies draw higher or lower than everyone).
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Re: Interim Feedback Request - Adventure 1
I appreciate it, my man.Pender Lumkiss wrote: ↑Thu Nov 15, 2018 9:39 am I am down for whatever. Either way I do not care and I’ll have a blast.
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Re: Interim Feedback Request - Adventure 1
One way to balance that out could be to effectively declare that large units of baddies go On Hold until they're all ready to act. So if you have, say, two distinct groups of NPC mooks, led by 3 WC NPCs, you'd draw 5 cards and take the lowest. So it's far more likely that the heroes get to act first--but also very imperative that they whittle down that mass of bad guys before the surge comes. (This gets trickier if you have some of the NPCs having Initiative Edges/Hindrances, or with Exalted Quickness. In those circumstances, I'd say have them draw and act separately.)Snake Eyes wrote: ↑Thu Nov 15, 2018 10:32 amIn general, I'd like to have per card initiative. I only switched to try to expedite the final combat. I think at most a "bad guy mooks draw, bad guy WCs draw" would help move things along. 3-4 different bad guy draws muddies the waters. 1 bad guy draw is most likely depending on the size of the group. What I don't want to do is have 20 bad guys all go at once and pile up a bunch of wounds on the good guys that they don't have the opportunity to soak or reduce the number of enemies attacking.Freemage wrote: ↑Thu Nov 15, 2018 6:41 am I should note that it's not a deal-breaker for me--I would vote for keeping PC initiatives discrete, but wouldn't pitch a fit if the vote were to go the other way, in a hypothetical voting situation.
Doing side initiative for the bad guys still keeps things fairly simple, tho, since it's only three groupings as a result (and not even that if the baddies draw higher or lower than everyone).
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Re: Interim Feedback Request - Adventure 1
I really like the 3 blocks system I use.
It rewards characters who selected edges while still allowing accelerated play
It rewards characters who selected edges while still allowing accelerated play
, and of course update your signatures!
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Re: Interim Feedback Request - Adventure 1
The biggest issue I had was knowing who was who. Most of the characters I could figure out, but the summons were confusing to me.
I thought the ritual was about the perfect length. It ended shortly after we had the room entrance locked down with a nice line of tanks with Heather to basically CC the demons and Everett to kill them. It was just going to be a slog then until the ritual ended, which was basically the next round.
As for initiative, yeah, it's a tough one. I'm really not sure there is an answer in PBP. Use what you are comfortable with. Mix it up each time and try different ones out. I'll still be here. I know I just found myself checking in several days in the first part of combat and it still wasn't Heather's turn (though I think I still got the once per week turn, so I can't complain). I just seemed to go faster the second half? I don't know. Maybe I'm not making sense! LOL
I thought the ritual was about the perfect length. It ended shortly after we had the room entrance locked down with a nice line of tanks with Heather to basically CC the demons and Everett to kill them. It was just going to be a slog then until the ritual ended, which was basically the next round.
As for initiative, yeah, it's a tough one. I'm really not sure there is an answer in PBP. Use what you are comfortable with. Mix it up each time and try different ones out. I'll still be here. I know I just found myself checking in several days in the first part of combat and it still wasn't Heather's turn (though I think I still got the once per week turn, so I can't complain). I just seemed to go faster the second half? I don't know. Maybe I'm not making sense! LOL
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Re: Interim Feedback Request - Adventure 1
I liked the first adventure. I would however agree with Rob as far as initiative goes. It does reward the players who took initiative edges, which I feel is important to do.
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Re: Interim Feedback Request - Adventure 1
I didn't find a second Balitrox. I have 4 arms, I need 2 evil magic-slaying weapons. Cmon!
But, I'm happy. The fight was fun, I think you did well.
But, I'm happy. The fight was fun, I think you did well.
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Re: Interim Feedback Request - Adventure 1
I do appreciate the feedback, y'all. The initiatives and the map / character labeling issue seem to be the biggest gripes (understandably.) I've got the labeling fixed, and I think I'll do better with initiatives next time.
On to the next one!
On to the next one!
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Re: Interim Feedback Request - Adventure 1
Everything was perfect, except for those meddling players who made me give back the skull.
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Re: Interim Feedback Request - Adventure 1
Think of the riches and women you'd have had if you had gotten to keep it!Dominic Skodati wrote: ↑Mon Nov 19, 2018 4:43 pm Everything was perfect, except for those meddling players who made me give back the skull.
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Re: Interim Feedback Request - Adventure 1
I need to add a hindrance; world domination.Snake Eyes wrote: ↑Mon Nov 19, 2018 6:27 pm Think of the riches and women you'd have had if you had gotten to keep it!
It upgrades Greedy to a Major.
VV
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Re: Interim Feedback Request - Adventure 1
Technically, there's already a Major Greedy. World Domination would make it like Blind--a Major with a bonus Edge to compensate.Venatus Vinco wrote: ↑Tue Nov 20, 2018 2:39 pmI need to add a hindrance; world domination.Snake Eyes wrote: ↑Mon Nov 19, 2018 6:27 pm Think of the riches and women you'd have had if you had gotten to keep it!
It upgrades Greedy to a Major.
VV