van (
yubishines) wrote2016-07-23 12:22 am
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BTW: ELECTRIC BOOGALOO: Bookkeeping
Misc notes:
If we come back and play with these kids again, levelups based on story progression.
Probably using the alternate damage rules from here.
Five players; maybe six at maximum.
Uncertain on voice vs. text chat. I do know that even if this is text based, we can still have a call up for OOC-talk.
edit: Threat summaries
Available playbooks:
From the rulebook:
Self-Taught Mage
Untested Thief
Village Hero
Witch's 'Prentice
Would-Be Knight
Villagers:
Assistant Beastkeeper
Devout Acolyte
Fae Foundling
Heir to a Legend
Last of a Fallen House
Local Performer
New Watchman
Reformed Bully
Nobility:
Apprentice Court Sorcerer
Forgotten Child
Future Warlord
Gifted Dilettante
Knightless Squire
Nobleman's Wild Daughter
Novice Templar
Across the Veil:
Student of the Dark Arts
Nonhumans:
Dwarven Adventurer
Dwarven Runecaster
Elven Enchanter
Elven Ranger
Gnomish Godparent
Halfling Outrider
Halfling Vagabond
Elders:
Dungeon Delver
Dwarven Mentor
Initiated Magician
Landless Noble
Learned Tutor
Recluse Wizard
Retired Veteran
I will say that I prefer the dynamic of an all-kids party, but I won't say no if you want to play an adult! The nonhumans are generally assumed to be adults, although you could make an argument for the halfling vagabond. Please note that elves in BTW are fae, and are otherworldly and immortal.
Here's a dropbox with most of them; the first six playbooks can be found in the rulebook.
Character age range is 12-13 years old, can skew younger or older (especially if you want to play siblings or something).
Setting:
We have a couple of options:
1. Original. Start a new village and world from scratch.
2. The Cursed North; either in Amfluss or another village, perhaps on the coast somewhere.
3. Same world as the Cursed North, but elsewhere. (The Sundered South?)
4. Original... using departmentv's Beyond the Waves ideas for a Wind-Waker-style archipelago world.
Scenario:
Again, we have a few options:
1. The Goblin Infestation. Premade scenario pack, one that the sehnsucht party didn't play.
2. A premade scenario pack that the sehnsucht party did play (eg. Angered Fae, Opened Barrow, Hidden Cult). I am pretty confident that the spur-of-the-moment nature of the game means that we won't be treading old ground if we do this.
3. Something else? If we're going back to the Cursed North, I'm sure there's some places in that world that we wanted to explore but didn't get around to.
4. Over the Garden Wall inspired game. The party starts out in the forest and have to find their way home. But how did you end up in the forest in the first place?
This will need more prep to figure out, but it could go somewhere interesting.
I NEED THE FOLLOWING FROM YOU:
Playbooks you're interested in
Availability (I'm out on Tuesday and Friday nights, fyi)
Which setting you'd like
What scenario you want to run
Re: CONCERNING MAGES
Rules cheatsheet!
Stances are from Further Afield - if you want to use one, declare which stance you use when you start your turn. Effects continue through the round until your turn comes around again.
https://wrathofzombie.wordpress.com/2015/04/26/beyond-the-wall-house-rules/
Additional abilities for classes; considering using these! Gonna at least use d20+(dex mod) for initiative, instead of static init.
I mmmmight fuse these mage abilities and my spellcasting changes; I'll sleep on this and decide.