Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

turtleheart

3
Posts
1
Topics
A member registered Jun 15, 2020

Recent community posts

1. My players did so, with the hermits. So far, they haven't had many empty slots to fill, and have often been forced to leave something behind before setting out. 11 slots fill up quickly with the heirloom, general starting equipment, and the trade equipment.

2. A Rasp of Sand is my (and my players') first old-school module/system, and I don't have a good feeling for balance yet. So I'm cautious about deciding that something works in a way that's disadvantageous to the Heirs. I don't know how this particular ruling is working, as the fisher decided to change to magician soon after we encountered the issue.

3. I've had the group failed their morale rolls by differing amounts a couple of times (and thus being split), but they've been able to find each other again quickly. What's worked for me so far is to let them all declare what they're doing, and then we roll and narrate everything.

It's been a fun guessing game for the players to try to figure out where they are in relation to what they've already explored. Also, them knowing that the generation is over if anyone of them falls also adds some investment into what everyone is doing even when their Heir isn't present.

After some thought, why not allow the Heirs to split turns, but roll an encounter for each action they choose to do? Not splitting turns would be safer, but doing so allows them to do things faster - not usually relevant, but might be if an Heir is poisoned or such. This would also be easy to adapt to a split party - roll one encounter for each location.

I've been running it the way you suggest, but only allowing them to take a single stack of ammo when setting out. It's nice to know that someone agrees with me, I was wondering if how I ran it was too harsh. Thank you for your answers.

1. The stores sell harpoonbow shots, see the table on page 64. Of course, that requires the Heirs to find one and be able to communicate with the seller, which is not guaranteed.

I like your idea of letting the Heirs take as much ammo as they want when they set out. Only downside I could see is that they might be tempted to discard items that are not immediately obvious how they would be useful, such as the lens or tar pot. Has that happened to you?

2. The argument against is that ingesting Sand allows the Heirs to inherit memories of their ancestors. But, I agree that gameplay is more important here than flavour.

3. After making the mistake to allow people who had nothing to do during a rest to forage or explore, I agree that splitting turns seems too powerful. 

But, regarding splitting turns, would you allow a split party to split their turns? For example if only half the group fail their morale roll to flee. I've yet had this come up, but I don't know how I would handle this.

I have a few questions which I haven't been able to find the answer to:

  1. If an Heir start with a ranged weapon, do they also start with any ammunition? For example does a Fisher 3 start with any harpoonbow ammunition, and does an Heir who rolls a random ranged weapon on the "General Gear 2" table start with any arrows/bolts?
  2. Can a Fisher 2 Bait a creature which they haven't identified, but their ancestor has identified? Similarly, does a Fisher 5 gain [+] against creatures their ancestor has identified?
  3. Can Heirs take different actions during an Exploration Turn? For example, can one Heir choose to Explore while two Heirs Rests, and one Heir Forages?