This weekend I did two plays of the same module, the
Auspicious Beginnings starter module for Weapons of the Gods. It went reasonably well, I think, and it's interesting to compare the two playthroughs, but it'd take a lot of play before I feel like I have this system anywhere like mastered.
(
Anyway, a bunch of comments about the sessions )
Comments 11
Reply
Reply
People didn't move around much, I think, because we didn't have a very strong conception of our relative positions, or about the physical layout of the hall (apart from the watery floor and the skylights). I, fairly arbitrarily, imagined that the no-goodniks appeared on the right-hand side of the hall:
( ... )
Reply
I think I had Liang and the arguing enemy further back, and Patience further towards the middle, since (in our session) Patience spent some time defending Liang.
I'm not sure how much this really matters. It would be fun to play around with miniatures, but that seems a bit too concrete for a wacky game like this, and managing all the little henchmen as individual miniatures would be a pain.
Reply
Obviously this is yet another ball for the GM to juggle, but it'd be something to focus on once the players were reasonably confident in the core mechanics, I guess.
Reply
I'd probably have liked a few more physical descriptions of NPCs, I think; the guards just seemed faceless, and I could have got a better idea of them (and hence narrated fighting them better) if they'd been, I dunno, all dressed in black and wielding broadswords. Similarly with our Wulin opponents; the genre makes them opponents as much by merit of their personality as their fightiness, so a few more visual hooks would have helped somewhat, I think. I dunno if it'd have slowed things down or not, though.
The core mechanics were brought in and explained well, and the River seemed pretty straightforward - I got a bit confused about the distinction between the bonuses joss and chi gave, because there are, as you said, a lot of bonuses to keep track of and they're all slightly different. I'm ( ... )
Reply
Reply
Also, I haven't checked how well Feng managed his chi on Sunday, but in the Saturday session I'd have been running low if the fight lasted more than 3-4 rounds. Sooner if I wanted to use secondary attacks. Those minions would definitely cause some trouble when my attacks started petering out and I couldn't maintain my chi-powered armour... Overall, I really like the chi mechanic, but we didn't have any fights that lasted long enough to make us play conservatively.
The grouping of minions into 5s was a little annoying, because you either overkill but don't get to take down more than 5, or underkill and leave some irritating stragglers. It did make for good comedy, though -- inky's description of a 4-minion takedown as a "spare" was spot-on, and the reactions of the lucky leftover guy were usually funny.
Reply
I dunno about the grouping. There's really a limit to how many people have the physical space to pile on you at once without getting in each other's way, and this seems as good a way to represent that as any. It'd be nice if you could use overkill if there are other enemies nearby, though - hurling minions into slightly-more-distant minions, or knocking them into nearby Wulin to give them penalties. Still, this is all gloss, and I think inky was basically right to play things without too much embellishment. I just want more, dammit.
Reply
Reply
Leave a comment