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Jared Hunt
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Occasional writer; part time hedonist; full time nerd.
Occasional writer; part time hedonist; full time nerd.

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How often do players in your group choose not to resist consequences on 4/5 results?

I've run about 30 sessions of BitD for 4 different groups and I can only think of 3 or 4 times a player has just let the consequence happen...

Perhaps I'm being too harsh in my consequences?

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I've decided that Lyssa is Brick Top (from Snatch) but in Kate Beckinsdale's body.
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A partially formed thought for setting a different tone:

How badly do you think it would break the system math if, instead of stress (which builds up until causing trauma) the track was called courage, and it was a pool that decreased according to the same guidelines that stress increases?

Trauma would result from overindulgence?

If you're out of courage you're restricted or limited in the actions you can take or perhaps you just can't make resistance rolls?

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Is it just me, or does everyone picture Kristofer Hivju when talking about Ulf Ironborn...

Just stumbled across the advice for running a one-shot game and I'm curious about how it seems to suggest that a one-shot should include time for character creation but skip crew creation.

I'd love to hear from anyone who has tried that, as well as anyone who tried the reverse (supply pregen characters but go through crew creation to start the session).

I'm not an advocate for either method, just curious about the implications of putting the crew at the centre of a one-shot rather than the individual members.

OH on the subway

Guy 1: I wonder what it's like to be rich.

Guy 2: You know that feeling when you're about to go out and you look at your phone and it's 96% charged?

Guy 1: Uh, yeah, I guess.

Guy 2: It's like that ALL THE TIME.
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Wizard Playbook Names
I'm having some trouble coming up with cool names for the playbooks in Wizard World (my Ars Magica hack). At the moment I've got:
Artisan
Analyst
Politician
Scholar
Warrior

They are functional, and they accurately describe the angles the playbooks take, but they don't have much... pizazz.

Hit me with your best Ars-Magica-appropriate playbook names! (or tell me why I should just leave them the way they are).

NOTE: While I do like them, I feel like the classic D&D sub-types (diviner, evoker, etc) are too close to D&D to be appropriate for Ars Magica.

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