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Black Drazon Profile
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Lord
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Registered: 04-2005
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Re: WHQ 2nd Ed - Travelling


I like where this is going, I just want to remind everyone that there can't always be a GM. If you can work it out pretending he doesn't exist, excellent. If not, that's still okay. But try your best!
6/Jun/2005, 4:02 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
BassJam Profile
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Lord
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Registered: 07-2003
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Re: WHQ 2nd Ed - Travelling


For the Advanced Game, I propose that 2nd edition recommend that there be a GM, even if one of the players is doubling as... Just like is one player is the "banker" in Monopoly :b Sometimes I play this way if there is not enough players... The GM just has to make sure that his character does not meta-game (know too much).

As for dungeon population: Say I am playing in an Orc-themed dungeon. I imagine the dungeons crawling with Monsters of different types, like in Dungeon Conquest, so my players are used to MOnsters from different armies showing up as per the Monster Charts. However, I want the enemies to be mostly Orcs, so on a 1-3 I roll on the Orc Monster Table and on a 4-6 I roll on the normal Monster Table.

That's why I started making my own charts devising what kind of Treasures Warriors can expect to find and what kinds of Magic Items the Monsters can be expected to wear or wield (See the Orc Treasure and Orc Item charts at the WHQ Museum). If the Orc Dungeon is in the Badlands, then each time treasure is found there is a chance that it will be from the Orc Treasure chart. If the Orc Dungeon is in the Empire, then I use the Orc/Empire chart.

I propose that a similar approach to dungeon composition be used, and just designate what the population is of each adventuring dungeon in the Adventure Book. After that, of course, the GM or players will be designing their own destinations.

For my own games, I've never used map-based travel, it's been the more abstract 1st edition system, though I keep track of what City Warriors get their quests in, as it is tricky for them to get rewarded when they get snowed in in a village right after they complete a Quest!


---
"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
6/Jun/2005, 4:39 am Link to this post Send Email to BassJam   Send PM to BassJam
 
Black Drazon Profile
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Lord
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Re: WHQ 2nd Ed - Travelling


Hm, I like the idea of a psudeo-GM. I tsounds familiar but I can't remember where from.... lol, either way, who likes it?
6/Jun/2005, 6:24 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
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Lord
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Re: WHQ 2nd Ed - Travelling


Basically, the GM/player designs the adventure, and chooses which dungeon cards, Monster charts, and Treasure charts to use, and then is almost as surprised as everyone else when Unexpected Events happen. If there are puzzles to solve, the GM's character is not super helpful. It is recommended that he not play the smartest character in the party ;-)

---
"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
6/Jun/2005, 6:33 am Link to this post Send Email to BassJam   Send PM to BassJam
 
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Hero
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Registered: 05-2005
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Re: WHQ 2nd Ed - Travelling


Yes!

New GM mandate: Must play dwarf character.
Character must have sub-par intelligence, and the GM cannot take advantage of the armour system to make his character an unstoppable tank.

Rejoice! All of our problems are solved!!!! emoticon


On a serious side, I totally agree. Because of the randomly determined nature of a lot of the game a WHQ GM really doesn't have to be anything like one from D&D or Merp. You can get away with just providing a bit of background information, a theme for a few dungeons and couple of special characters, maybe a puzzle or two, and then sit back and let the game do the work for you, with only a little bit of moderation.
7/Jun/2005, 6:03 pm Link to this post Send Email to Boyinleaves   Send PM to Boyinleaves
 
BassJam Profile
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Lord
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Re: WHQ 2nd Ed - Travelling


btw, this is slightly off-topic (or is it?) but check out this link... ~jloasrah/[sign in to see URL]]Mighty Empires: Sentinel Edition

I think these rules are great, and I picked up a copy of Mighty Empires with the intent of recreating a section of the Old World for characters to adventure in, and tie WHQ adventures in with Battle scenarios. I also figured that would make Evil Quest more fun as well. Unfortunately my gaming group stopped meeting so often, so such a large campaign would be pointless.

However, I still think that it would be cool to coordinate adventurer travel on such a hex-map (suspiciously, the block game Wizard Kings uses the same size tiles as Mighty Empires, so don't worry about the OOP factor.) So, just throwing this info into the mix...

---
"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
8/Jun/2005, 3:25 am Link to this post Send Email to BassJam   Send PM to BassJam
 
Black Drazon Profile
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Lord
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Re: WHQ 2nd Ed - Travelling


*looks around, confused*

OH!! Right! We're in the Travel thread! How did we end up talking about GMs? lol.

Man, Mighty Empires is like the biggest Open-Source (err, Rules) gaming system ever nowadays, isn't it? There are copies of its rules everywhere! lol, but that aside, this is a good resource, BassJam! Could you be a bit more specific about any ideas you're thinking of using? I don't have any of the "parts" for ME, so I can't comprehend these rules, and thus your current suggestion, without them. As far as I can tell, a Hex-Map was already proposed a few days ago... so I'm just confused, lol, sorry.

I think we all seem to agree on the Pseudo-GM idea, which is something we will have to put in the Linking Games section.
8/Jun/2005, 7:56 am Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
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Lord
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Re: WHQ 2nd Ed - Travelling


First of all, the maps from any hex battle games like "Hammer of the Scots" would work for this idea, but it's prob too complex for this project.

In Mighty Empires, you use tokens (like Risk etc.) on a map to represent armies. I was going to have a large-scale campaign with 6 WHFB armies playing against each other, with all tides of war. If a player was doing poorly they could request either a skirmish action (in which case a game would be played using Mordheim rules) or hire adventurers to accomplish some deed that would affect the campaign (Imagine your party being hired to enter a dungeon and assassinate somebody's Blood Dragon Count.)

I was also thinking of using the map to keep track of where each Warrior is at any given time. I was going to imagine each hex as a week of travel or a (possibly) more realistic 2 weeks of travel. That way if there is an adventure at such-and-such a place, not every Warrior is available to take part as some may be in a different province.

After an adventure, as your warriors travel back to a City to claim their reward, they would be rolling on Hazards table every time they move one Hex. So they might get stuck in a Village or whatever.

Since I never did the map campaign, I've just been using the standard table system though. I couldn't think of a cool way to store my map emoticon . I thought it'd be really cool to mount each hex tile onto a magnet and stick to a board, which I could then mount on the wall, complete with cute little banners to keep track of where everyone and everything is. While that would be the height of dorkiness, it would be great fun, but currently I'd be happier with a GM-tool that would keep track for me.

---
"Mine is a high art. I wound with cruelty those who would harm me." - Archillicus
10/Jun/2005, 12:13 pm Link to this post Send Email to BassJam   Send PM to BassJam
 
Black Drazon Profile
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Lord
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Re: WHQ 2nd Ed - Travelling


Well, technically as the map is only used for brief periods of travel that occur between dungeons, it doesn't have to be perminent, per se. Though I think we should suggest a temporary method of marking the party's path to town/dungeon, such as string (something that will show the path but is easily removed once they get there).
10/Jun/2005, 1:18 pm Link to this post Send Email to Black Drazon   Send PM to Black Drazon
 
thecustodian Profile
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God
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Registered: 04-2003
Location: The Temple
Posts: 809
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Re: WHQ 2nd Ed - Travelling


quote:

The GM just has to make sure that his character does not meta-game (know too much).



I had that in mind as I put this Flaw in:

quote:


Half-wit Cannot contribute to solving problems, can't easily communicate or understand



I'd always thought of a Mighty Empire's Map. As for the supreme example of dorkiness, I'm now wondering where I can get cheap magnets...
12/Jun/2005, 1:33 am Link to this post Send Email to thecustodian   Send PM to thecustodian
 


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