Wednesday, May 4, 2016

Shadows of Brimstone Recap

It was a hard night for the posse but I think we did pretty well as a group getting the hang of the rules. I might have been able to explain things better but I wanted to keep things moving. From my perspective it went much better than the last time we tried to play. I hope that folks had fun. I would be interested in your feedback.

The next time we play, we should do our visit to town. We have the close d3 random buildings because of the darkness escape. We only have 2 days available in town due to a travel event. This may be you opportunity to fix injury/madness/mutation and to purchase equipment.

Personally I am considering starting a new character next time. It will cost me 310 XP but I will forego an injury, a madness, a mutation and 2 permanent sanity loss. On top of it I only have $50 and really cannot buy any goods or service. Not sure yet.

If anyone wants to start over or play a different character the next time, that is perfectly acceptable.We can even double up on character classes if we choose.

I have invested some cash into this game and plan to continue to do so as less than half of the planned content has been released. While I enjoy playing solo, I would also like to play it with a group. We can continue to have this on the shelf for when we have 6 players or less or we can try to modify the game to allow for more players. Out of the box, the game is set up to allow for 6 players. I think that we may be able to play with 7. In order to do this, we would need to increase the difficulty a bit but the trick is not to crank it up too much. My suggestions to do this would be to add an epic ability to all monsters and/or add some additional monsters like plus d3 small/medium, 1 large. If that pushes over the number of available models then we add another epic ability instead. That said, this might take a bit to get right.




4 comments:

  1. as for adjusting the rules to play with 7 players, i don't think that very necessary right away, unless we find we have an easy time of it. do you think 1 or 2 more players last night would have made it a cake walk? i don't.

    i also think we need to find some trays or something to store all the chips and chits in to make it easier and faster to dole them out as needed. i'll look for something next time i'm at the hardware store.

    ReplyDelete
    Replies
    1. I picked up some smaller Plano boxes tonight that should work to hold tokens and store two characters between games. I expect that this will work for the character miniatures and the cards. The boxes were on clearance for $0.94 each.

      Delete
  2. I think the issue with more players is the loss of XP opportunity. If there are not enough monsters to go around, the characters with the lower initiatives may not get a chance to earn XP or the XP may be spread too thin across the players. The final fight last night was tough but it was the result of 4 different cards (1 Darkness, an Epic threat, a High threat and later another Darkness). Also of note, the Cynder Otherworld has the fewest cards in the threat deck and the majority are Lava Men.

    I was also considering creating player packages of common tokens to allow for self rather than centralized administration. I was thinking that health, sanity, corruption, dark stone, a K.O. marker and maybe some common side bag tokens (dynamite, whiskey, bandages) in each package.

    There are decks of cards available to track money and XP. They look cool but they are not cheap and we would likely need a few sets. The chips work ok but require some oversight. We have plenty of poker chips to supplement them if necessary. I found them easy to use when playing solo but not as easy with the large group. For what it is worth, Randy did a fine job as the banker.

    ReplyDelete
  3. We can try without adjustment and make changes if we think it is necessary.

    ReplyDelete

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