Besides D&D, what are you playing?


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I'm prepping a Roll20 game for ALIEN by Free League. I am extremely excited. The only goddamn good thing to come out of quarantine is more game time.

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oh! with this you bought me. It is definitely an interesting approach: the plot progresses but in small things.
The world changes in samll pieces and the core will stay the same and over long times (5-10 years). And anyone can ignore change and or dive into this "Living History". Each of the official modules has a rating on the back cover that gives the information how deep the adventure is integrated. Things that happen might be that a city is destroyed, that different groups take on power, or that some gods that were not that active before, become more active. In Aventuria there were always 12 Gods and the 13th God that is the enemy of the rest. Now some of the "demi-gods" or "old-gods" become more active and become able to give Karmal power to their followers.
For a group that starts today the lore has little impact.. but if you keep playing in some years things that you might take part today will end up in the books. And esp. for players that play it for a long time (I play it for about 35 years) there are a lot of things in the history that I played as a module. (yes our outcome might have been different than the official history, but its still a great feeling)

With the Theater Knights campaign that is finished with the current crowdfunding a very interesting history and involved secrets are revealed and things change for a small region. But again... its up for everyone if they want to play with it.
 

We're now on a regular schedule of playing online twice a week with alternating games.

The game I'm running is Barbarians of Lemuria in the Warhammer world, running a trading ship (very honest, pay no attention to those goods in the hold) between Esatalia, Tilea, Lustria and Araby. They've made some friends in Lustria, and even managed to persuade a group of Amazons to trade with them. The PCs have also just encountered their future nemesis for the first time, Sven 'Bloody Back' Ivarsson, who made a cheeky attempt to grab their ship while in port in Sartosa and has been chased out of the city as a result. He's blaming the PCs, not that I've told them that yet.

The other game, and I wish I'd thought of the concept, is Heroquest Glorantha. We're playing members of a Pentan clan, and the game started the day after the Battle of the Nights of Horror and subsequent peace. Which means the clan has been reduced to young women, widows, female elders and a couple of crippled men. After an argument between the clan elders over what we should do, we (playing young women) managed to persuade enough people that we should return to our traditional clan lands. While the rest of the clan does that, we're questing to learn secrets of the Star Huntress so that female Riders can defend the clan more effectively. The mad shaman we encountered eventually yielded to the persuasion of our apprentice shaman and told us where to go to start the Quest for the Meteor Bow, which will allow us to add powerful magic to our arrows. We also met a Wind Shaman, who we now owe a favour to but who has promised to teach our clan of the wind spirits.
 

—still heroic fantasy (which I like a lot), but much less superheroic. D&D and Pathfinder never feel remotely real to me; TDE does. You can play “ordinary” characters like an artist or a shepherd or a pastry chef (yes, that’s a real character type in the core books, and not just for laughs)!

I really love this about TDE. Playing low power characters feels very rewarding esp. in the right group combination. The play more goes around the wits you bring to the table than only the fighting ability.
Also, high experience characters still need to be warry since a group of normal farmers with pitch forks can still kill a knight in armor.
 

The other game, and I wish I'd thought of the concept, is Heroquest Glorantha.

I only heard good things about Heroquest but I never read it, could you comment on what the game's approach is and how it does it?

We're playing members of a Pentan clan, and the game started the day after the Battle of the Nights of Horror and subsequent peace. Which means the clan has been reduced to young women, widows, female elders and a couple of crippled men. After an argument between the clan elders over what we should do, we (playing young women) managed to persuade enough people that we should return to our traditional clan lands. While the rest of the clan does that, we're questing to learn secrets of the Star Huntress so that female Riders can defend the clan more effectively. The mad shaman we encountered eventually yielded to the persuasion of our apprentice shaman and told us where to go to start the Quest for the Meteor Bow, which will allow us to add powerful magic to our arrows. We also met a Wind Shaman, who we now owe a favour to but who has promised to teach our clan of the wind spirits.

This seems amazing! I want to play it!
if only Glorantha didn't have ducks ...
 


I only heard good things about Heroquest but I never read it, could you comment on what the game's approach is and how it does it?

So, at it's most basic Heroquest is an opposed roll system using 1d20 where you try to roll less than your ability but more than your opponent's roll. If you roll your ability exactly that's a critical success; if you roll more than ability that's a failure; if you roll a natural 20 that's a fumble unless your ability is 20. If your ability advances past 20 then it goes back to 1 but you get a level of mastery (W after the number) which shifts your level of success by one or if you have a critical shifts your opponents level of success down by one. An ability of 25 is written 5W, and if you rolled 15 then that's a failure, moved up to a success because of your mastery, and beats someone with ability 17 who rolled a 13 (you both had a success, but your roll was higher).

Characters are very freeform. The main way of creating them is by writing down the three basic keywords that say where your character is from, what their previous occupation was, and what sort of magic they have. Then write a 100 word description of your character, pick out the important bits, and add those to your character sheet as Abilities which start at 13 (you can write more but the rest is backstory and won't be on your character sheet unless your GM is generous). Keywords in most respects are just another Ability and can be used for tests, but they're fixed at 17 in HQG and are quite broad - Homeland: Sartar 17 means that you'd be able to use it to do a check about geography, language, customs, which clans are rivals with others, history and other things that relate to Sartar. You can also use the Keyword to start a specialised Ability, so if your previous career was Craftsman you could have Potter as an ability and write it in under the Keyword, where it would have a starting value of 17 instead of the normal 13 for Abilities. An ability can be anything, so you might have Strong, Hate Greydog Clan, Fear Dark Trolls, or many other things. Abilities can sometimes be used to augment other abilities, adding a fraction of the score where it's appropriate; if your character is Strong 17, they would be able to add 2 (1/10, rounded up) to a fighting Ability if they're in melee combat; or if they're fighting against Dark Trolls, Fear Dark Trolls 17 gives a -2 penalty. You can also get an Ability as a consequence of a challenge even if you win the challenge, and impose something on the loser too. Normally abilities are raised a point at a time by spending Hero Points earned through adventuring and completing objectives (personal ones, group ones, or clan ones). You also define groups in a similar way, so a group would be defined by where it's from, what it does, and what magic it uses, along with extra abilities that make it different from other groups.

Heroquesting is handled by using Abilities as stakes in a contest, and every part of a Heroquest ends with a contest. On the Quest for the Meteor Bow we're doing, the various parts include Finding a Steed; and in that, we're probably going to have to wager our horse Ability against the resistance of a spirit animal that doesn't want to be ridden, and if we win our horse is temporarily augmented by the spirit while if we lose it probably runs off and can't be used for the rest of the quest which could be a real problem if there's a race involved and you have to oturun something on foot instead of mounted. Any Abilities gained (even flaws) are lost at the end of the Heroquest, except for the one that's your final objective. Whatever ability you use there is gone if you lose and would have to be started again. If you succeed, then you can decide what to do with the Ability, so we might pass it on to the clan where it becomes part of the clan magic and anyone can learn it as a magical Ability, or if more than one person takes the challenge and succeeds then some might decide to keep it themselves. One of our players had Eldest Child of the Clan Chief as an Ability and intends wagering that as her stake since she intends giving the magic to the clan; if she loses, people won't remember her status and she will have a flaw related to it but if she wins it will increase permanently by the Augment value of the Bow; my character, if the challenge has already succeeded, will challenge to learn that magic personally, and if I succeed then I'll immediately have access to Meteor Bow magic under my magic keyword at whatever value the ability I'm opposing have. Heroquesting is high-risk but also high-reward

That's the basics, at any rate. There's more to the rules, and different versions of Heroquest take a slightly different approach (Robin Laws' Heroquest allows raising keywords for 2HP, for instance), but it's honestly a pretty simple game at its core. Most of the book is examples of homelands, careers and types of magic, as well as GM advice and examples of enemies, challenges and adventure possibilities.

This seems amazing! I want to play it!
if only Glorantha didn't have ducks ...

Ducks? Mount up, sisters, and ready your bows. An enemy is upon us!
 

We had a great Session #0 for Alien. Everyone has a character (from the pre-made module) and I'm still putting together ship maps for roll20. The adventure itself only has macro-view of the vessels, so I have to add interior decks. I'm also scouring the net for appropriate beasties to populate the scenario. How'd you like to meet this sonofabitch in a dark tunnel?

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Done! I photoshopped the bridge of the USC Montero

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