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<blockquote data-quote="!DWolf" data-source="post: 8225952" data-attributes="member: 7026314"><p>So last weekend I ran the last part of the first city portion of my jungle game and started on the expedition to the next city. The game went really well, though instead of scoping out the building at the end of the chase, the players had the wizard and an NPC distract the enemy boss (on a rooftop with hostages) using social skills and spells while the others rushed heedlessly (for them) into the compound and fought their way non-stop through the entire place to the boss who they defeated with a series of lucky crits (I have never seen so many crits in a game, at least seven natural twenties over the course of the combat; and we are using the crit deck – the opposition just got wrecked).</p><p></p><p>Side Note: People complain about the wizard class, but the wizard in my group has been extremely effective. In this sequence alone, despite not being prepared for combat, he managed to do a good chunk of damage in the first combat encounter with cantrips, do an okay amount of damage and efficiently put out fires with an elemental summon, and then got off both a charm and a charitable urge against the boss (weak will save + poor save rolls overcame the incapacitation trait).</p><p></p><p>I am very happy with my city exploration subsystem. I was not entirely happy with my expedition system. It actually ran great for the three days of travel we got to, but I don’t think it will hold up over 40+ days travel over many sessions). One of my players was also very concerned about the expeditions morale, so I also want to add a morale subsystem (especially after reading about some real life Arctic/Antarctic expeditions).</p><p></p><p>The new (highly experimental) system is divided into five parts:</p><ol> <li data-xf-list-type="ol"><strong>The leadership system:</strong> which is basically straight out of the GMG, though every NPC has at least one special ability useful for the journey.</li> <li data-xf-list-type="ol"><strong>The supply system:</strong> a very simple system to keep track of supplies.</li> <li data-xf-list-type="ol"><strong>The encounter system:</strong> a day based system used to generate encounters and opportunities/hazards (based on a system by Dael Kingsmill)</li> <li data-xf-list-type="ol"><strong>The morale system:</strong> used to keep track of morale and generate intragroup events.</li> <li data-xf-list-type="ol"><strong>The camping system:</strong> a slightly tweaked version of the <strong>Camp in the Mwangi Jungle</strong> activity from Cult of Cinders.</li> </ol><p></p><p>The goal is to provide a sense of travel and adventure and new horizons with the encounter system, while maintaining continuity, giving more roleplaying opportunities, and emphasizing decisions plus consequences through the morale system. Both systems are highly experimental and I have attached them if people are interested.</p><p></p><p>Also I made NPC cards for the last game! Picture included (I flipped a couple over so you can see the back).</p></blockquote><p></p>
[QUOTE="!DWolf, post: 8225952, member: 7026314"] So last weekend I ran the last part of the first city portion of my jungle game and started on the expedition to the next city. The game went really well, though instead of scoping out the building at the end of the chase, the players had the wizard and an NPC distract the enemy boss (on a rooftop with hostages) using social skills and spells while the others rushed heedlessly (for them) into the compound and fought their way non-stop through the entire place to the boss who they defeated with a series of lucky crits (I have never seen so many crits in a game, at least seven natural twenties over the course of the combat; and we are using the crit deck – the opposition just got wrecked). Side Note: People complain about the wizard class, but the wizard in my group has been extremely effective. In this sequence alone, despite not being prepared for combat, he managed to do a good chunk of damage in the first combat encounter with cantrips, do an okay amount of damage and efficiently put out fires with an elemental summon, and then got off both a charm and a charitable urge against the boss (weak will save + poor save rolls overcame the incapacitation trait). I am very happy with my city exploration subsystem. I was not entirely happy with my expedition system. It actually ran great for the three days of travel we got to, but I don’t think it will hold up over 40+ days travel over many sessions). One of my players was also very concerned about the expeditions morale, so I also want to add a morale subsystem (especially after reading about some real life Arctic/Antarctic expeditions). The new (highly experimental) system is divided into five parts: [LIST=1] [*][B]The leadership system:[/B] which is basically straight out of the GMG, though every NPC has at least one special ability useful for the journey. [*][B]The supply system:[/B] a very simple system to keep track of supplies. [*][B]The encounter system:[/B] a day based system used to generate encounters and opportunities/hazards (based on a system by Dael Kingsmill) [*][B]The morale system:[/B] used to keep track of morale and generate intragroup events. [*][B]The camping system:[/B] a slightly tweaked version of the [B]Camp in the Mwangi Jungle[/B] activity from Cult of Cinders. [/LIST] The goal is to provide a sense of travel and adventure and new horizons with the encounter system, while maintaining continuity, giving more roleplaying opportunities, and emphasizing decisions plus consequences through the morale system. Both systems are highly experimental and I have attached them if people are interested. Also I made NPC cards for the last game! Picture included (I flipped a couple over so you can see the back). [/QUOTE]
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