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Torchbearer 2nd ed: first impressions
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<blockquote data-quote="Manbearcat" data-source="post: 8629612" data-attributes="member: 6696971"><p>Cool, cool, cool. Alright, let me tease out mechanically what this all looks like:</p><p></p><p>* Maps - "Fast Travel" to Strond.</p><p></p><p>* 1 Turn/No Light spent - Strond (beyond the gates festival celebrating relighting brazier/Return of Valkyrie) - Convince Crowd Conflict. Concession for Precedence difference + Minor Concession. Non-fighting Captain + 2 Sentries w/ Ob2 Resource for first and 3 gold pin for other + Light Sources and standard Sentry loadout.</p><p></p><p>* Maps - "Fast Travel" up mountain to mountain redoubt; Orelsdottir Cave.</p><p></p><p>* 1 Turn/Light - Reindeer Obstacle at entry chamber (effectively an "alarm"). Nature - Success.</p><p></p><p>* 1 Turn/Light - Scout Test to sneak into Orelsdottir Living Quarters. Fail; Success w/ Condition (had multiple Twists in a row at this point and you guys were mostly Condition Free with a few having Fresh).</p><p></p><p>* 1 Turn/Light - Fighter vs Nature to take out sentinel w/ bow; Success.</p><p></p><p>* 1 Turn/Light - Kill Conflict declared by players. Order of Might same but 6 vs 4 disadvantage and terrain advantage for Team Monster (-1s Defend and Maneuver to close to melee w/ area rugs, refuse, potholes, privy in the middle of the room). Huge Feint vs Defend for Team PC (Defend Action Lost and Feint Independent Ob0) w/ massive Nova and overflow at 1st actions of round 3 (following big Defend move to Regroup end round 2). Minor Concession (barely; only 1 Disposition). Condition to Jakob.</p><p></p><p>* 1 Turn/No Light (C-section at Orelsdottir stanchion flame) - Healer; Failure. Twist to Kill Conflict w/ feral children.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8629612, member: 6696971"] Cool, cool, cool. Alright, let me tease out mechanically what this all looks like: * Maps - "Fast Travel" to Strond. * 1 Turn/No Light spent - Strond (beyond the gates festival celebrating relighting brazier/Return of Valkyrie) - Convince Crowd Conflict. Concession for Precedence difference + Minor Concession. Non-fighting Captain + 2 Sentries w/ Ob2 Resource for first and 3 gold pin for other + Light Sources and standard Sentry loadout. * Maps - "Fast Travel" up mountain to mountain redoubt; Orelsdottir Cave. * 1 Turn/Light - Reindeer Obstacle at entry chamber (effectively an "alarm"). Nature - Success. * 1 Turn/Light - Scout Test to sneak into Orelsdottir Living Quarters. Fail; Success w/ Condition (had multiple Twists in a row at this point and you guys were mostly Condition Free with a few having Fresh). * 1 Turn/Light - Fighter vs Nature to take out sentinel w/ bow; Success. * 1 Turn/Light - Kill Conflict declared by players. Order of Might same but 6 vs 4 disadvantage and terrain advantage for Team Monster (-1s Defend and Maneuver to close to melee w/ area rugs, refuse, potholes, privy in the middle of the room). Huge Feint vs Defend for Team PC (Defend Action Lost and Feint Independent Ob0) w/ massive Nova and overflow at 1st actions of round 3 (following big Defend move to Regroup end round 2). Minor Concession (barely; only 1 Disposition). Condition to Jakob. * 1 Turn/No Light (C-section at Orelsdottir stanchion flame) - Healer; Failure. Twist to Kill Conflict w/ feral children. [/QUOTE]
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