Does anyone have actual play experience with the Flux compendium class?

Does anyone have actual play experience with the Flux compendium class?

Does anyone have actual play experience with the Flux compendium class? It was one of the original CCs, and a re-edited version appears in Class Warfare. The starting move is as follows:

Bind

When you call upon the fundamental force within yourself, if

you are touching two objects no heavier than yourself, roll+CON.

On a hit, the objects are attracted to each other like Newton’s

apple to the ground. On a 10+, also choose two options from the list

below. On a 7-9, choose one:

> There are no adverse side effects.

> This bond lasts until you choose to break it.

> You are able to weaken the bond without breaking it.

It seems like the sort of thing that would have clever uses, but for the life of me I draw a blank when trying to think of any, and I’ve never seen anyone play with it. How about you, Tavernites? Seen it in play, or have any cunning notions on what to do with it?

I recall an off hand remark some time ago about an alternate Bard based around a Signature Instrument.

I recall an off hand remark some time ago about an alternate Bard based around a Signature Instrument.

I recall an off hand remark some time ago about an alternate Bard based around a Signature Instrument. Seemed like a cool idea, but I haven’t seen anything come of it, so here’s my first pass at the idea for your use and/or critiquing:

~~~~~~~~~~~~~~~

Alternate class feature: A Bard may replace either Bardic Lore or Charming and Open with the following move. The move they choose to replace is added to their list of 2-5 Advanced Moves.

Signature Instrument

You carry a unique instrument, unlike any other. Tell us what it is, and how it looks; regardless of form, it has a base of 1 Weight for you.

Tell us how you acquired it, and from who:

* A gift.

* An inheritance.

* You stole it.

* You won it.

*_____________

Finally, pick two features:

* Weaponized: Your instrument serves as a weapon, strong as any other. Select a single range tag; if your instrument requires ammo, you gain 3 ammo (1 Weight)

* Cantankerous: You may roll +CON rather than +CHA for Arcane Art when playing your instrument.

* Bane: One type of creature (your choice) cannot stand the sounds your instrument produces.

* Siren: One type of creature (your choice) finds your instrument’s sounds especially soothing or enticing.

* Enchanted: Select a single rote or cantrip, and add it to the list of effects you may produce with Arcane Art.

* Armored: While you wield your instrument, you have +1 Armor. Increase your instrument’s weight by 1.

* Collapsible: Reduce your instrument’s weight by 1, and with a few moments’ work you can fold or otherwise transform it into a single alternate form, which may or may not be an instrument; describe it.

* Pristine: No matter how badly it’s treated, your instrument sheds rust, rot, water and other nastiness, and may still be played.

So I’ve heard it said quite a lot that Fronts can be used in other systems as a campaign framework.

So I’ve heard it said quite a lot that Fronts can be used in other systems as a campaign framework.

So I’ve heard it said quite a lot that Fronts can be used in other systems as a campaign framework. Has anyone here actually tried that, and if so, how did it go?

Romance as a Front

Romance as a Front

Romance as a Front

I was reading an article about including romance in RPGs earlier, and the author placed what seemed like a lot of emphasis on preplanning things, at least on the GM side of the screen. I thought this an odd thing to plan out; surely “play to find out what happens” should apply to relationships as much as adventures, if not more so.

So then the lightning struck: why not make the development of a romantic or otherwise important relationship into a Front? My initial thoughts on this follow; I apologize for any disorganization or meandering. I want to get the thoughts out there while they’re still fresh and get y’all’s thoughts on the subject.

•The simplest thing to do would be to make the romance a stakes question in an existing front: “Will Lucien find true love with Helga the barkeep?” This marks the romance as important but keeps it secondary to the overall campaign front; this may be the best way to do it in many games.

•If you decide to make the romance a Front in its own right, the resolution should not be a stakes question; it’s the center of the Front, so it should be handled at the Danger/Impending Doom level. Grim Portents would be things that affect the relationship and surrounding world in a permanent and meaningful way going forward. (Awkward lexicon is awkward.)

•My chief concern would be that romance would typically center around one PC, creating inherent spotlight imbalance. I would therefore only write up a full Front if the npc in question is a character that all the PCs are invested in in some way. Examples of this would be idiosyncratic I feel, but having each PC be in competition for the heart of the NPC is a solid universal idea. Having a romantic rival in the form of the campaign Front’s big bad is another one. Regardless, have stakes questions centered on the romantically uninvolved PCs as well; spotlight discipline, you know.

And that’s about what I’ve got right now. Thoughts? Would this even work, and if so, how would you handle it?

Recently remembered seeing this float around the ‘net ages ago.

Recently remembered seeing this float around the ‘net ages ago.

Recently remembered seeing this float around the ‘net ages ago. Maybe a smidge too high map-to-blanks ratio, but figured I’d share anyway. DW can do that “Trope Phasers to 120%” vibe super well, so it seems like a good fit for that style of game.

http://eotbeholder.deviantart.com/art/The-Only-Fantasy-World-Map-245738593

Anybody here tried running Dungeon World as a play by post game? If so, thoughts on what did and didn’t work?

Anybody here tried running Dungeon World as a play by post game? If so, thoughts on what did and didn’t work?

Anybody here tried running Dungeon World as a play by post game? If so, thoughts on what did and didn’t work?

I suspect the speed of combat scenes and such as compared to something crunchier like DnD would be beneficial, but on the other hand the conversation style of play seems like it would be more difficult to work with as a player (I.e., because you have to wait for the GM to tell you when you trigger a move, you would have to do one post for your intent, wait for a response, then another post for the execution, which could be pretty stilted to write in practice).

I’m curious what experiences people have had, and I’m theory crafting even if you don’t have direct experience.

How do you handle monsters surrendering in your games?

How do you handle monsters surrendering in your games?

How do you handle monsters surrendering in your games? I catch myself doing this in a variety of systems: when it gets to the point that the last one or two goblins or henchfolk or whatever are clearly going to get slaughtered, I’ll have them lay down their arms.

Now, I’m torn on this, because on the one hand I’m following “give every monster life,” but on the other hand it also feels like I’m either giving the PCs a burden or making them feel like total dicks if they don’t take the surrender, which doesn’t feel like being a fan. When I do it, I try and have the surrendering party offer some kind of boon, usually information, but I’m unconvinced this is adequate.

What about you, how do you approach this problem?

It occurs to me that if Last Days of Anglekite and its siblings (especially Green Law of Varkith) deliver on their…

It occurs to me that if Last Days of Anglekite and its siblings (especially Green Law of Varkith) deliver on their…

It occurs to me that if Last Days of Anglekite and its siblings (especially Green Law of Varkith) deliver on their collective promises, they may provide the perfect tools for running a LongCon or more traditional campaign set in the world of Kill Six Billion Demons.

Pree Ashma, that is an exciting thought.

http://killsixbilliondemons.com/comic/ksbd-3-50/

So I’ve got an early alpha draft of Dungeon Kingdom, my Kingmaker-inspired add-on to allow players to portray…

So I’ve got an early alpha draft of Dungeon Kingdom, my Kingmaker-inspired add-on to allow players to portray…

So I’ve got an early alpha draft of Dungeon Kingdom, my Kingmaker-inspired add-on to allow players to portray adventurers building up and defending a kingdom of their own, ready to go. I thought my group and I were going to fire up a playtest yesterday, but we ended up taking things in a different direction. I would appreciate hearing what my fellow Taverners think about it, what might need clarification or alteration and so on. Making this thing awesome is one of my big goals for this year.

Most major thing that isn’t in the rules yet is the compendium classes that you can spend your Contribution Points on. I would like to have a set of those written specifically for Dungeon Kingdom at some point, but for the moment players were going to have their pick of the following civilization-oriented CCs/Specialties from Class Warfare:

Householder

Landed Gentry

Luminary

Merchant

Fence

Captain

War Leader

Thanks in advance for your time, folks!

https://drive.google.com/file/d/0B-iThPh-XlM5c3BMRzBpcVpMd0U/view?usp=sharing

The Godling

The Godling

The Godling

Seen a couple of people ask about different versions of divine ascension as a class option recently, so here’s my take on it as a Class Warfare specialty. It’s an early draft, feedback appreciated. The basic miracle structure is heavily influenced by an Eberron hack I ran into a while back and the way it handled Dragonmarks as a heritage option. Everything else should have a pretty clear pedigree.

https://docs.google.com/document/d/1EWIYBJSeNzOXnMmrBznIV8JIfm6Rjzq1ZscaXZ33FV8/