Sacrosanct
Legend
Great session. One of those sessions where you wish you could keep gaming, even though it was really late.
It was the second playtest session for GEAS, this time where they entered the dungeon proper so we got plenty of time to really test drive the rules. The dungeon itself had the effect I wanted when I designed it. Kept players on their toes and they thought it was super cool. TLDR version: There are three dungeon levels: an ancient dusty crypt, a wet fungi covered slime coated dungeon, and a level where everything was made from candy. Every hour, they PCs were teleported to a random level. The needed to find clues along the way to find a way out. Each time there was a transfer, a small random change occurred to them (spell damage types changed, growing hair, turning colors, etc.) It totally caught them by surprise and they had a lot of fun with it.
One of the players was playing a rune mage, and based on this playtest, we agreed some changes would be made to really make the class fun. He's one of those players who loves options and working things together to find solutions, so the evolution of rune magic is taking a more complex approach. Rune magic allows you to combine runes of various effects to form a final spell. There's a lot of creative opportunity there. On top of that, you can use vigor to fuel spells to greater affect or increase your chances of success. It's a contested dice pool system, so the effect of your spell depends on if you fail utterly (disaster), just fail, beat the contested roll, or beat the contested roll by more than one die (spectacular success). Sorcery is a magic system for those who prefer a more simple style you might be more familiar with.
One the players started getting used to the dice pool system, combat started going by faster than a game like D&D, where you roll and then figure out modifiers to that roll. It was nice to see that manifest in actual play as intended. They are also a big fan of the initiative system. In a nutshell, everyone rolls 1d10 and adds any modifiers. The lowest is placed as the baseline. The next higher chooses if they want to go before or after the lower one. And so on, until the person with the highest initiative chooses where they want to go in the combat order. It really helps resolve issues I have with held actions in D&D, and doesn't punish the highest initiative player by forcing them to go first if they don't want to because it screws up their tactics.
It was the second playtest session for GEAS, this time where they entered the dungeon proper so we got plenty of time to really test drive the rules. The dungeon itself had the effect I wanted when I designed it. Kept players on their toes and they thought it was super cool. TLDR version: There are three dungeon levels: an ancient dusty crypt, a wet fungi covered slime coated dungeon, and a level where everything was made from candy. Every hour, they PCs were teleported to a random level. The needed to find clues along the way to find a way out. Each time there was a transfer, a small random change occurred to them (spell damage types changed, growing hair, turning colors, etc.) It totally caught them by surprise and they had a lot of fun with it.
One of the players was playing a rune mage, and based on this playtest, we agreed some changes would be made to really make the class fun. He's one of those players who loves options and working things together to find solutions, so the evolution of rune magic is taking a more complex approach. Rune magic allows you to combine runes of various effects to form a final spell. There's a lot of creative opportunity there. On top of that, you can use vigor to fuel spells to greater affect or increase your chances of success. It's a contested dice pool system, so the effect of your spell depends on if you fail utterly (disaster), just fail, beat the contested roll, or beat the contested roll by more than one die (spectacular success). Sorcery is a magic system for those who prefer a more simple style you might be more familiar with.
One the players started getting used to the dice pool system, combat started going by faster than a game like D&D, where you roll and then figure out modifiers to that roll. It was nice to see that manifest in actual play as intended. They are also a big fan of the initiative system. In a nutshell, everyone rolls 1d10 and adds any modifiers. The lowest is placed as the baseline. The next higher chooses if they want to go before or after the lower one. And so on, until the person with the highest initiative chooses where they want to go in the combat order. It really helps resolve issues I have with held actions in D&D, and doesn't punish the highest initiative player by forcing them to go first if they don't want to because it screws up their tactics.