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Mister Shine

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Everything posted by Mister Shine

  1. Try it again, I have MADE IT BETTER
  2. Click the marker icon. Instructions added to the into blurb. Make sure you're logged into a google account
  3. Looking for a group to play with? I've made a map for finding locals! Add your name to it! http://tinyurl.com/Breachside edit: And made it accessible to people who aren't me. A smooth plan.
  4. And as always, I wanna do anything TtB related forever and ever amen
  5. I think people vastly underestimate the help that new players can be. The adventures and books have to be good for both veterans and new players. Its not a good testing process if the book only works because every playtester memorized the first book.
  6. Oh forgot another thing: print out the skill list. It's helpful to remember al the different skills (and their brief summaries) for making the fated do tests. For example, in my last session the Fated were trying to keep a herd of cows from being eaten by a swarm. The cows were freaking out so one player wanted to calm them. Thanks to a print out I remembered that Husbandry was a thing so we got some more flavourful skill use rather than just Notice/Convince/Notice/Deceive all the time
  7. Mechanical Pencil. The always sharp tip gets past the gloss I guess? Its what we all use
  8. Im still waiting for Ml Rocket Fists!!!!!
  9. I've had some very high tension plot-critical Whiskey before Aaron
  10. The biggest hint I have is players don't know what you have planned. Which means you can change it on the fly without them knowing you're doing so. Is their plan better than what you had thought of? Use it. Your players can be every bit as creative as you are. But will be incredibly impressed when their crazy inventive plan was the one you "intended" for them to use the whole time. Biggest pitfalls for new DM/FMs? Treating the players like NPCs. You dont want to tell your story that the players are working their way through. If thats what you want, write your malifaux fanfic and have them read it. This is an interactive story, player choices should change the story. Players should be leading the story (That means your NPCs dont lead the charge or come up with the idea of what to do) Second biggest pitfall is failed challenges. Its in the FM Almanac, but Ill say it again: work towards yes. If the players fail a skill challenge it shouldnt kill the momentum of the story. Failing the duel causes problems down the line (the TNT explodes too late and damages the train you were trying to rob, making the interior dangerous! Not, the TNT explodes too late and the train isnt stopped and you dont get to rob it anymore)
  11. I like 3 to 4: Keeps deck from depleting too quickly and the players have an easier time talking to each other to discuss what they want to do
  12. Good Omens and I really enjoyed Thud! (obviously) Never read an author so prolific yet so consistently good. Even the "worst" books are still thoroughly enjoyable. The evolution of characters through the series is something you often don't see from large series either. Vimes, The WItches and hell even Death itself change from book to book and are very different and very grown characters by the end of the series
  13. I am currently FMing a very fun campaign of TtB and thought it might be fun or helpful to other FMs to see what I've been doing and how I've been resolving issues/planning encounters with a bit of behind-the-screen knowledge of what I planned, what I didn't and what I stole from the people playing my campaign because their idea was just plain better than mine. I'll be Outlining the sessions below Chapter 0: Prologue I started off giving everyone a general rundown of how Malifaux works: Why soulstones are important. Why the Guild exists and why they are disliked but also why they are tolerated/feared. Who the other major players are in the city and most importantly: Why would anyone come to Malifaux. I felt it was very important for people unfamiliar with the setting (3/5 of the players) to know this information to develop a character that made sense to them and made sense in the setting. I then started our faceless characters on the last stop Earthside before Malifaux. An invented town I figured would have to exist to try and squeeze every last dime out of travelers and for Guild resupplies. While waiting to board each player felt compelled to have their fortune told and from there we went into actual character development, walking each player through the Crossroads Tarot with the other players as well. Everyone got to experience everyone else's character development and add ideas or gain some for their own character, help explain why some skills were developed and others not. I find it very helpful to question the player about choices, "Was your Outlaw upbringing a point of pride? Or did you try and hide it?" that sort of thing. Help players get into the mind set of their characters. It takes awhile but we were left with Gregori Auma LeJeune Dr Billingsly Doc "Ironlung" Davidson Liliana Pyke Who proceeded to get drunk in town a bit, notice some religious fanatics handing out necklaces before boarding the train along with a highly guarded cargo. They entered the third train from the rear, cargo in the last train before the engine. Once the train hit the Breach there's a bright flash and the train is stuck crossing; still moving but not leaving the Breach itself. Also all the passengers who took necklaces are killed and raised as zombies and fighting with the Guild. Fated join up with a Guild Guard; Von Frank, who wants the group to move together towards the engine. Combat for the prologue is easy, Minion Mindless Zombies let players test out the combat system a little without too much difficulty although the threat of being swarmed keeps them on their toes. Some players have a swing of bad luck and continue to miss and miss the zombies so I let the miss carry through and crash through the floor of the train. This lets players confirm they are still moving as they can see theyre still moving. Player who kept missing feels like they've added to the combat now, which is good. As the Fated start getting into the swing of combat Im running out of zombies so Notice checks are called for and the Fated see zombies I've just added are now crawling beneath the seats towards them. Melee characters rush to crush them and the combat squeaks by for another few turns and feels robust, but not dragged out. Von Frank participates in combat but his presence is minimal. The Fated are the stars of the show, not the FM. Gregori the Gypsy loots a lot of liquor on their way through the Dining cart (I couldnt justify no liquor in the dining cart so liquor the party has now!). On their way through the train an eagle-eyed player notes the mail sack seeming to grow hideous features and calls others over to look. They spy no mail sack and the party is on guard. The Fated make their way to the cargo hold at the front of the train and break the door down, the room is thick with fog. 2 players familiar with the setting want to back off so I have Von Frank push through and be decapitated by the Stitched. Combat ensues and the Stitched is given slightly higher stats and about 20 extra wounds to make it a nicer mini boss encounter. Fated find the Stitched had been eating the precious cargo: Prototype Logic Circuits (after a few quick checks to determine this) the party leave some with the Stitched and take one each before trying to stop the train. With the fog lifted after the Stitched's death, Gregori tries the emergency brake and successfully stops the train, however his poor skill check results in the train derailing as it exists the Breach (A good example of skill use. The failure did not stop plot progression, but changed the outcome of that success). The Fated vacate the area quickly and enter Malifaux proper.
  14. Dont forget that Hodgepodge's Mist doesnt drop off until its next activation, unlike Stitched's Fog which vanishes at the end of the turn if you're looking for mobile cover in your game Plus Loyalty to the coin is very useful mid game when you can start murdering in earnest.
  15. Oh... yeah, we're all here for hating on Collodi, yup. Thats why I showed up too, fellow Guild guys. *whistles*
  16. Idle Hands is immediately. The first thing you do on that model's activation. Can't shrug it off. Feel free to use a witchling stalker though.
  17. I should check this thread more... I keep finding that diving forward with Vas leads to easy targets for your opponent to focus on. Maybe Im fighting more ranged crews on average? But I find second turn I lose initiative and lose the stitched or come close to it as everything in my opponent's crew bee-lines for it. Still, useful tactic with the stitched or a coryphee of your choice
  18. Despite being on the Book 2 cover, Guild "Special Rules to Keep Special RUles from Applying to Them" Austringers are still Wave 1
  19. No idea, Wyrd plays their release dates fairly close to the chest. And yes, one (0) ability regardless of how many you have on your card, unless you have an ability that lets you use more than one
  20. Beckoners are minions though, so they get buffed by the minion specific bonuses. Additionally, they can provide ranged support directly into combat, which is always fun for a melee centric faction like NB. And Ca6 is not unreliable
  21. Well Aaron did just respond, so thats a plus
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