Black Company: Anybody still playing?

I have run 2 games in this system, with pre-genned 6th level characters in a 3 to 4 person party. The lethality is quite strong, but the numbers are pumped up to such a point that it doesn't happen to the protagonists as much as the cannon fodder. In the two games we ran, I house-ruled the "advantage" rules a bit, so that you didn't re-roll inits every time, but you re-rolled the advantage check.

(Basically: Each side checks to see which side has "the advantage". You can keep the advantage, or "press the advantage," which means one person on your side can re-roll any d20 roll one time; if they do this, both sides check again to see who "has the advantage".)


Magic worked very well, with the party mage mostly using a series of small spells that were nonetheless effective, and saving up for one or two big spells that were effective, before retreating from combat. The special abilities were quite fun for the players to use, and the absence of both gold and magic made the rewards that were given (mastercraft weapons, basically that version of the games' magic items) and silver coins instead of gold, made the system feel quite different.

In the last scenario, the party mage got a little too bold, charged two fighters with axes, and got THREE FINGERS lopped off (yes, there are charts for grevious injuries if they take you below zero hit points, or for critical hits). They liked the system, and being able to take down foes with ambushes and solid hits, but I think the grimness in the end turned them off from it.
 

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HeapThaumaturgist said:
As per Old One above, but my game recently ran down because I'm moving soon.

I yoinked the Mastercrafting rules, messed with them a little to work with a Wealth-based system, and use them for just about everything now-days.

Including Star Wars.

--fje

I probably should have said "I yoinked the HeapThaumaturgist-designed-BCCS-GT-Hybrid" ;)!, since I am following my "Don't do for yourself that which you can get others to do for you mantra" :p!

~ OO

PS - Speaking of which, if you ever feel like posting any notes on your MC/Wealth system rework, my plagaristic hands are waiting to cut-n-paste!
 



Old One said:
I am not familiar with Dark Legacies...how do those work?

~ OO

http://redspirepress.com ;)

Basically, our masterpiece rules provide a number of non-magical equipment upgrades, from weapon enhancements (fierce, precise, faultless, hardened, wounding) to new types of ammunition (armor-piercing, barbed, disabling, high-impact), to armor upgrades (articulated, extra plating, fortification, hardened). There are also complete rules for piecemeal armor and incindiaries (alchemical explosives). Cheers to Joe for the reference.
 

To me, Black Company, Grim Tales and Dark Legaices all have some nifty parts taht can be interlinked without too much trouble.

With my own schdule cleaning up and the Ennies nomination for art for Dark Legacies I should get off my butt and do that review (it's only about 12 months overdue! :eek: )
 

Red Spire Press said:
http://redspirepress.com ;)

Basically, our masterpiece rules provide a number of non-magical equipment upgrades, from weapon enhancements (fierce, precise, faultless, hardened, wounding) to new types of ammunition (armor-piercing, barbed, disabling, high-impact), to armor upgrades (articulated, extra plating, fortification, hardened). There are also complete rules for piecemeal armor and incindiaries (alchemical explosives). Cheers to Joe for the reference.

Now that is service ;)!

I am typically not much of a fan of post-Apocalyptic settings...but this looks pretty nifty.

~ OO
 



Morgenstern said:
Glad you guys are enjoying the masterworks rules in Black Company. I had lots of fun putting those together :).

They will get used by me for years to come, whether running an Black Company game or any d20 game. Great job! :cool:
 

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