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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="Manbearcat" data-source="post: 8523406" data-attributes="member: 6696971"><p>I've got a few games of Torchbearer pending right now. One is on hiatus until a few players are available. The other one just came up emergently Saturday before last as I spent an evening with my old gaming group in person. We talked about TB2, talked about the pending game, I showed them the map (I'll attach it here) and discussed the premise (this Norse-like arctic peninsula is crawling out of their holes after an apocalypse from the last century ruined the connections of civilization and sent their tiny world in a desperate spiral for survival).</p><p></p><p>They got excited. They each chose one of the iconic characters so we could start play straight-away. We keyed up the map with their homelands and a few areas sufficient for an initial Journey and Adventure and we ran the Journey to the site. I'll say more about that and intersect a play excerpt with the lead post once I have a bit more time. A primer for reference to that subsequent post:</p><p></p><p></p><p>PCs chosen - They went the following route:</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>The only house rules we use are as follows:</p><p></p><p>1) CONFLICTS</p><p></p><p>Defend vs Attack - 1 HP reduction or 1 HP Regroup (player/GM choice) no matter result of vs test.</p><p></p><p>2) HELP</p><p></p><p>Mark for 1 test per session but if failure and its a Condition + Success (rather than a Twist), both the Helper and the primary player gets the same Condition (not a lesser condition as per normal).</p><p></p><p>3) JOURNEYS</p><p></p><p>We aren't using the TB2 Journey rules w/ Toll per se. We're (a) treating it like Adventure phase with The Grind suspended, (b) using Journey Legs to represent a day of travel, (b) a Pathfinder Test for off-road Legs (with attendant Twist/Danger-related decision-point pending course charted), (c) Haggler Test for Road to score a caravan (and avoid Road Events) or Road Events if no Haggler Test, (d) mark one food or drink to abate Hungry and Thirsty at the end of each Leg.</p><p></p><p>[HR][/HR]</p><p></p><p>I'll do a post in the coming days detailing the map/site conversation we had (their homes, the first adventuring site and premise, the course charted for the Journey) and the Journey phase of play (that is all we got done because we had to cover a lot of things) and have it intersect with the lead post's <strong>flavor </strong>and <strong>unforgiving and demanding</strong> components.</p><p></p><p>The group is going to try to get together at least once a month (maybe every 3 weeks if we can...basically rendezvous is an hour and change drive for each of us). Maybe we'll play online a bit if need be (unclear), but 2 of the players hate online play so I doubt it.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8523406, member: 6696971"] I've got a few games of Torchbearer pending right now. One is on hiatus until a few players are available. The other one just came up emergently Saturday before last as I spent an evening with my old gaming group in person. We talked about TB2, talked about the pending game, I showed them the map (I'll attach it here) and discussed the premise (this Norse-like arctic peninsula is crawling out of their holes after an apocalypse from the last century ruined the connections of civilization and sent their tiny world in a desperate spiral for survival). They got excited. They each chose one of the iconic characters so we could start play straight-away. We keyed up the map with their homelands and a few areas sufficient for an initial Journey and Adventure and we ran the Journey to the site. I'll say more about that and intersect a play excerpt with the lead post once I have a bit more time. A primer for reference to that subsequent post: PCs chosen - They went the following route: The only house rules we use are as follows: 1) CONFLICTS Defend vs Attack - 1 HP reduction or 1 HP Regroup (player/GM choice) no matter result of vs test. 2) HELP Mark for 1 test per session but if failure and its a Condition + Success (rather than a Twist), both the Helper and the primary player gets the same Condition (not a lesser condition as per normal). 3) JOURNEYS We aren't using the TB2 Journey rules w/ Toll per se. We're (a) treating it like Adventure phase with The Grind suspended, (b) using Journey Legs to represent a day of travel, (b) a Pathfinder Test for off-road Legs (with attendant Twist/Danger-related decision-point pending course charted), (c) Haggler Test for Road to score a caravan (and avoid Road Events) or Road Events if no Haggler Test, (d) mark one food or drink to abate Hungry and Thirsty at the end of each Leg. [HR][/HR] I'll do a post in the coming days detailing the map/site conversation we had (their homes, the first adventuring site and premise, the course charted for the Journey) and the Journey phase of play (that is all we got done because we had to cover a lot of things) and have it intersect with the lead post's [B]flavor [/B]and [B]unforgiving and demanding[/B] components. The group is going to try to get together at least once a month (maybe every 3 weeks if we can...basically rendezvous is an hour and change drive for each of us). Maybe we'll play online a bit if need be (unclear), but 2 of the players hate online play so I doubt it. [/QUOTE]
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