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Addramyr Palinor
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Question to players that have 5-6+ games up their sleeves.

Do you still use cheatsheet or have you mostly internalized the moves by now?

I find that, at least to me, DW moves are easy to remember (then again, I don't remember if I remembered them all that well after only a couple of games) but for Ironsworn I feel like I'd need to keep the cheatsheet around for Ironsworn even after dozens of sessions.

It's not really that the moves are hard to remember but I think they are more "mechanical" than say DW. They affect more stats (Momentum, Initiative, Supply, Spirit, Health, Progress Track, Conditions). Maybe also the way they have bigger "chunk" of text in each move?

That said, using the cheatsheet is easy, the moves themselves are generally easy to understand and well written and easy to use at the table. It's just that I feel shackled to that sheet as I feel I can't remember the exact triggers or effects of a move.

Hi!

+Maxime Lacoste and myself started a coop Ironsworn game (only 2 sessions in though).

We discussed about how often we rolled failures and how little Strong Hits we had during the game. In comparison, in most pbta games (I know Ironsworn isn't technically a pbta game but bear with me), with a +1 you have 72% success probability (45% of weak hit, 28% strong hit).

We were wondering if we should approach the game a bit like Fate were you really need to stack up on Momentum or are we just really unlucky lol.

What's your experience with this?

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As you are traveling along a small animal track in the Deep Wilds, you stop near a creek flowing from an overgrown rock outcropping to refill your waterskin. You look over the distance, through the fog-laden conifers. The air is cold and refreshing but the woods are silent and eerie. That's when you hear something beautiful but haunting:

https://www.youtube.com/watch?v=KKImmIQ4omQ


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For those that were hesitant about which platform to switch to upon closure of G+. You might rethink about Discord.

https://www.pcgamer.com/discords-tos-update-forbids-lawsuits-against-it-but-you-can-opt-out/
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Hi there!

I want to backsweet a 1 gal batch of buckwheet mead and another 1 gal of "traditional" wild flowers mead by adding more honey to it.

I'm still very new to this (did only 3-4 gal over 2 years so far). I don't have special equipment besides carboys, racking siphon and tube, and a hydrometer. I've no special equipment for filtering.

I try not to use any non-natural ingredients, so I'd like to keep potassium sorbate and potassium metabisulphite out of the equation.

I've read you can pasteurize by bottling your mead then plunging your bottles in almost boiling water (~190 F/90 C) for 10 min. What's your experience with that? does it actually work? Does it alter the taste/kill nutrients? (I don't pasteurize my honey for that reason). Doesn't heating the mead also have chances to create bottle-bombs?

My preferred method would be to simply wait until my mead has stopped fermenting and then adding honey just before bottling. Is there danger than the wild yeast in the honey activates or does the alcohol in a fermented mead too high for wild yeast to develop?

What would be the best method to make sure your mead has completely finished fermenting? Once the mead has cleared and there no bubbling, is it safe to say it has finished fermenting? Are there a safer way to ensure it really has stopped fermenting for good?

I'm using swing top bottles, could I just wait until fermentation seems completed, backsweet, then bottling, and just opening the cap from time to time to evacuate co2/checking if fermentation has restarted? What's the risk at opening the bottles say every month? Will it introduce too much oxygen (even considering the very small neck of the bottle)?

Would there be a spot for a French pbta game? Would this be against the rules (since it essentially means most of the community wouldn't be able to join)?

I'm in Canada so if I do that it would be in eastern time zone.

Interest?

Where are you supposed to write your Bonds on the character sheet?

I was a bit confused when creating my character. I see the track Bonds on the sheet, but I was not sure where I should write the names from the NPC I had bonds with.

Also, are each NPC should have its own Bond track or is the track shared amongst all of your Bonds?

Also, where you guys usually write down your equipment? I know it's not emphasised in the game, although there's still a step in character creation that tells you to write down relevant equipment/gear. I ended up writting 2-3 items in the bottom margin of the sheet. I kinda wished there was a "note" section on the sheet or something.

+Shawn Tomkin Any plan of releasing the Oracles tables as separate condensed worksheet? (p.174-190)

It was a bit of a hassle to reference back to the book each time I wanted to consult the Oracle.

I have in mind something like 2 2-sided pages with all the tables fitted in there.

So I've started my first solo game.

During a perilous journey I got waylaid by a severe snowstorm.

I immediately written a track for "beating" the storm but I've noticed there's not really a move that gives me progress (I taught face danger would make sense as I tried to build a shelter and make a fire).

I can easily hack this but is there a way as per RAW to get progress form a passive enemy such as the weather?

From Ironsworn:

INITIATIVE
Initiative is a special mechanic in combat. It reflects who is in control. When you have initiative, you make proactive moves and have more options. When your foe has initiative, they are forcing you to react.

To determine whether you have initiative, follow these guidelines (unless a move tells you otherwise):
• When you score a strong hit, you take or retain initiative.
• When you score a weak hit or miss, you lose initiative.

NPCs do not make moves. When an NPC has initiative, they take actions in the fiction of the scene which force you to react. When you have initiative, you are in control and taking proactive actions to achieve your objectives.

This is just brilliant. I'm so going to use that in my DW games.
I've been struggling lately with combat as I felt the monsters/enemies were too passive. I don't take much spotlight as I pass it around players so the opposition was waiting for a 9- move from a player for me to make a GM move and thus making monsters actually do something.

If I implement a similar initiative mechanic, it codifies in the game that a character can't take offensive actions until they gain initiative, which narratively allows me, as the GM, to take actions with my monsters.

I'd have each player track if he has initiative or not. If one doesn't have initiative, I'd consider any monster that is interacting directly with this character has having initiative.
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