KahlessNestor
Adventurer
Also, Sherlock Hulmes is running some Ironsworn on his channel. It starts here:
Hi,
I have recently found Ironsworn and would like to throw my hat in here (also getting back into PbP after a long work induced hiatus).
Okay, here's the bare outlines. I've left off any setting flavoring, so there's no name, background bonds, or vows, but just the mechanics:
...
Sounds like I'll have to do some reading on ancient Greece.
So this is kind of what I'm thinking.
NAME was part of a unit sent to defend something/attack something (could be another faction or a beast/horror) but the unit was wiped out. NAME is likely the only survivor and has sworn a vow to avenge the deaths (could be to retrieve a standard)
Spear and Shield. Classic Hoplite.Assets:
- Skirmisher (if you wield a spear)
- When you Face Danger by holding a foe at bay using your spear's reach, roll + iron or +edge. If you score a hit you may...
- Iron: Strike (if you have initiative) or Clash now, add+1.
- Edge: Take +1 Momentum
- Shield-bearer(If you wield a shield)
- When you Face Danger using yout shield as cover, add +1. When you Clash in close quarters, take +1 momentum on a strong hit.
- Loyalist
- When you Aid Your Ally, add +1 and take +1 momentum on a hit. This is in addition to benifits taken by your ally.
Also, Sherlock Hulmes is running some Ironsworn on his channel. It starts here: ...
Some questions it raised for me:
thotd
- Managing multiple vows, especially with multiple characters.
- Managing Perilous Journeys, especially the incorporation of Way Points.
This will be a fairly loose analogue of Ancient Greece. If you have seen Troy and the Clash of the Titan movies, you would have enough to get by.
Like this, or even WikipediaI will put a little Setting Info shortly. Most of it is cribbed directly from Sean K Reynolds's The New Argonauts, in particular Chapter 4: Culture. You can get it for free at DriveThruRPG: The New Argonauts.
NAME could originally be from Gamma, a member of a family that supported alliance with Alpha, part of the phalanx that was slaughtered. His Background vow could be something alone the lines of restore his family to power in Gamma? discover what happened to his family? Get revenge of those who betrayed his family?
Feel free to mess around with the ideas if you want, elaborate, adapt. You don't have to use the scenario for your character.
There is a pod cast called “Ask the Oracle” which is the game designer and another guy playing the game. That might shed some light on it for you. ...
Multiple vows is just several tracks for the character to keep track of. I believe they can intersect and overlap. i.e, completing one vow may be a milestone for another vow. PCs don’t have to have the same vows either.
As for journeys, I read somewhere that you can work backwards and think about what waypoints you envision and use that as a way to inform the difficulty. So if you can only think of 2 or 3 waypoints then the journey should be troublesome; 5 or 6 - dangerous, etc. If you can’t picture at least 2 waypoints then the journey should just be narrated. I’ll have to look about to try and find where I read that.
I use "some reading" loosely. Just something to set my frame of mind.
[NAME] is very combat focus at the moment, so if that isn't where you see this game going, let me know. It won't take a huge shift in character concept or mechanics (probably just one asset) to make him more social or a traveler.
Just what I was aiming for. I like how the second option of Skirmisher seems to synergise with Shield bearer.
I will wait to see a little more detail on the setting.
There is a pod cast called “Ask the Oracle” which is the game designer and another guy playing the game. That might shed some light on it for you.
That's cool, "detail on setting" should probably have said "detail on style". Ironsworn doesn't seem to pigeon hole you too much, no matter how much you specialise, which is nice, but there is nothing worse than building a character for things that don't happen a lot in the game.Hummm ...
There isn't a great deal more detail at this time.
I was thinking of asking you to select one or two of the Ironsworn Worldbuilding "Truths" that you liked for this game. But looking through them, they didn't really translate.
But I would like to get some input from you about the setting. Ideas create ideas I find.
How about this - add something new to what we know about any of the four polis, or the region they are found in. It can be anything, it doesn't have to relate to the events described above.
Pallas was born in Gamma. His father, a career soldier for Gamma, was not particularly wealthy, but he could afford to take a foreign wife. Pallas’ mother was from Alpha and understandably the family were staunch supporters of the alliance between Alpha and Gamma, even as more and more called for an alliance with Beta.
By the time tensions had escalated to war Pallas was old enough to stand in the phalanx. Curiously he was not placed in his usual unit, but handpicked for a flanking manoeuvre. He was young and unproven for such a task, but Pallas accepted it.
A corps of young officers lead them along dead ground, on a circuitous route that would have flanking the main Beta force. But they were met by a larger force of Beta soldiers, that were well prepared for the ambush. Penning the Gamma soldiers in they rained arrows and artillery on the trapped soldiers before setting to the grim task of annihilating the men.
As their numbers dwindled Pallas realised that the officers were not trapped with them, they had fled – or been allowed to flee. A second realisation dawned – all the men in this unit were supporters of the alliance with Alpha. As this news spread through the unit one of the few veterans in the unit called out, “Should any man here escape this butchery, it is on you to avenge us!” Just then Pallas was struck a blow and fell.
Many hours later he awoke. His head ached as his helmet pressed against his skull and he could feel a wound along his leg. Looking around he could see many, many bodies and the first few scavengers routing around but no camp followers searching through the fallen for a loved one; no priests or workers tending to the dead, not even any fires to mark the site of the battle. Whoever won the battle should have cared for their dead, taken their trophies and left a marker for the loser’s priests. To leave a battle site unmarked and allow the bodies of men to be torn apart like carrion was despicable. There must be some dark motivation for such a failing of the requirements of civilization.
Pallas removed his headgear, scraping the dented portion along his skull and drawing fresh blood. Feeling himself for injuries, he found nothing serious. A cut on his head and a slice along his thigh from an arrow. Nothing immediately life threatening, but if it wasn’t cleaned soon it could mortify.
He stood up slowly and made his way to Alpha, it was closer and he would likely find sanctuary in among his mother’s family.
Vows
- Background vow: Restore family honour in Beta
- Extreme:
- Immediate (inciting incident): Kill the officers who led unit into ambush
- Dangerous:
Nice. One suggestion. With the exception of Sparta, Greeks didn't really have career soldiers. All citizens were soldiers. Something along the lines of a town or palace guard could be more appropriate.
Bonds:
- Alpha: Home city (Bond: 1)
- Alexandros: Alpha orator, philosopher, and spymaster (Bond: 1)
- Apollonis: Priest of Apollo and mentor (Bond: 1)
Vows
- Background: Work for peace between the four cities (Extreme)
- Inciting Incident: Determine Gamma’s motives and next move after their betrayal of Alpha. (Formidable)
Nice.Assets:
- Archer
- When you Secure an Advantage +wits by taking a moment to aim, envision where you intend to land your shot. Then, add +1 and take +1 momentum on a hit.
- Herbalist
- When you attempt to Healusing herbal remedies, and you have at least +1 supply, you may choose one (decide before rolling).
- Add +2.
- On a hit, take or give an additional +1 health.
- Trickster
- When you Face Danger, Secure an Advantage, or Compel by lying, bluffing, stealing, or cheating, add +1.
Background
Penelope was given over to the priests of the Temple of Apollo in Alpha at a young age. Her family was poor, and it was better than exposure that happened to most unwanted baby girls. She was trained in music and the healing arts of the god.
Penelope grew into a great beauty, and caught the eye of Alexandros, an important man in Alpha. He was the spymaster for the city, and determined that her beauty and charms could be useful to the city.
After the city’s betrayal by Gamma, Alpha is scrambling to figure out what is going on, to find out their enemies’ next moves, and secure a firmer alliance with Delta to save their city.
After listening to a few of the Ironsworn podcasts, I am considering the following:
Add +1 to any two attributes to a maximum of +3.
Advantage: This should make successes more likely, and so increase the rate at which events progress.
Disadvantage: It may make the game feel easier and thus less rewarding.
Let me know: Yes or No?
thotd