theLazyPragmatic

joined 1 year ago
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[–] [email protected] 1 points 1 year ago* (last edited 1 year ago)

UPDATE: the sheets are now printable if you right click and select "print". If you choose "Background graphics" the red dots to show attribute damage will be printed as well. So if that kept you from using the sheets - you can now bring them to the table.

[–] [email protected] 1 points 1 year ago

Yeah, I get the comparison with disney movies, but that's not the case. It can get goofy at times, you need a gritty/dangerous game to counterbalance. I played Dragonbane recently, playing a mallard that gets enraged easily is fun - until you fight demonic corruption & deadly manticores. I played a game decades ago where little 15cm faeries where on the table as playable characters. sounds disney, too, but I asure you - eyeballs are no tiny target in this case. The setting was also rather dark, but I can't remember what it was called.

Bottom line - to each their own, I guess. You're not missing out if you remove the wolfkin as playable characters or sentient society as a whole. Would be a different story with goblins and halflings, they will become important in a later campaign.

[–] [email protected] 2 points 1 year ago* (last edited 1 year ago) (2 children)

Disclaimer: the world you paint for your players is yours. You must choose on which parts you adhere to the book and in which part you don’t. You can’t adhere to everything, it will lead to incongruencies. TL;DR: it’s your game and each version of th forbidden lands is different. All I can give you is my thought. Conflict only drives a story in an interesting manner when it is resolvable by various means. If the kin were indeed as hateful towards each other as depicted from time to time, we would just play Warhammer. I myself find groups more interesting that are mixed. In one I play an Orc (and quite enjoy speaking imfrofferly), but one that realised that infighting got the orcs nowhere - not only need they cooperate among themselves but also with the other kin. But I digress… Anyways, being able to talk to others is paramount for this endeavour.

I’m also very fond of atypical kin-choices, even if most FbL-Kin have a neat little twist. I kinda wish there were mallards in this game, too^^ The technical limitations for forming proper syllables are there, no doubt, but I personally are quite willing to handwave it in order to create a heterogenious (and hopefully interesting) group with their own set of tensions. There’s other things that I would disregard, or think about disregarding - slave trade, in my eyes, makes little sense in Ravenland, for example.

That Wolfkin and Mallards are able to communicate with humans - could be some kind of magic. Much like that wolfkin (and/or mallards) exist and that halfling babies…. do what they do.

[–] [email protected] 93 points 1 year ago (3 children)

wish me luck :) I'll keep you updated.

[–] [email protected] 1 points 1 year ago* (last edited 1 year ago)

You need successes to heal damage with the heal skill, whereas magic requires you to spend willpower but it "just works" (misshaps notwithstanding). Note also that you can't tend to critical injuries with healing hands (but with heal skill) - you need mend wounds for that.

[–] [email protected] 1 points 1 year ago* (last edited 1 year ago)

No. If a player uses his throwing spear, let him decide which talent to use. He may switch for the next attack, but each attack should benefit from only one of the two talents.

[–] [email protected] 1 points 1 year ago* (last edited 1 year ago)
[–] [email protected] 1 points 1 year ago* (last edited 1 year ago) (2 children)

Daytracker now, too! Really nice. Monsters look good as well.
My browser somehow still thinks you're on github, though. Only: you still have the link to evil (and private) reddit on your page. Brilliant work, thank you for it

 

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