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Post by martinw on Jul 11, 2022 4:50:45 GMT
Lots of "adulting" these last few weeks. I'm hoping to have more time again soon to continue exploring the game.
Yesterday evening, I had my Star Sam start an Explore Encounter. That made me wonder about the following:
Is it accurate to say that the rules in each Encounter are more specialized and supersede the preceding, more general rules?
Specifically: The PEF rules near the beginning of the book (p 42) provide rules for placing PEFs, moving them, and resolving them when there is LOS between the PEF and the player's warband. To me, it sounds like these steps aren't optional.
But then some Encounters have rules that seem to supersede these general rules. For example the Explore Encounter (p 91) special instructions tell me to resolve PEFs using the Exploration table and that: "You can choose to resolve as many of them as desired." Does that mean that the PEF movement does not happen in this encounter scenario? And that PEFs aren't resolved based on when there is LOS but based simply on when I want to resolve them?
Or is this simply a matter of tabletop vs. battle board rules? As I'm writing this, I'm realizing that maybe the Explore Encounter rules were written this way for a battle board, where physical location, movement, and LOS don't come into play for PEFs.
Thank you!
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Post by blacksmith on Jul 11, 2022 8:19:10 GMT
Encounters have a Special Instructions section which can supersede the standard rules. In the Exploration Encounter I play as per standard rules in eveything except in the number of PEF Generated. That is, instead of 3 PEFs I go with 2+1/26 roll as the Special Instructions section says.
Here is an AAR of an exploration encounter that may help you to see how I played it: Eilif ExploresCheers, J.
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Post by Ed the Two Hour Wargames Guy on Jul 11, 2022 16:38:53 GMT
PEFs will have two ways to resolves, based on your game, as you said. Tabletop - Place them as outlined in table sections. Battle Board - One after the other. Some need so many to succeed, some don't. Hope this helps. Big thing with THW games. Pick the way you want to play it when there are options. For example - I use the tabletop sometimes, don't place the PEFs and when I enter a section for the first time I roll to resolve. This way I'm not only unsure of what I can meet but also how many PEFs there are.
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Post by martinw on Jul 11, 2022 17:19:09 GMT
Encounters have a Special Instructions section which can supersede the standard rules. In the Exploration Encounter I play as per standard rules in eveything except in the number of PEF Generated. That is, instead of 3 PEFs I go with 2+1/26 roll as the Special Instructions section says.
Here is an AAR of an exploration encounter that may help you to see how I played it: Eilif ExploresThank you for your reply and for the link to your blog. Your write-up was incredibly helpful! Seeing the process step-by-step helped clarify the rules. I need to remember to check your blog more often.
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Post by martinw on Jul 11, 2022 17:24:15 GMT
PEFs will have two ways to resolves, based on your game, as you said. Tabletop - Place them as outlined in table sections. Battle Board - One after the other. Some need so many to succeed, some don't. Hope this helps. Big thing with THW games. Pick the way you want to play it when there are options. For example - I use the tabletop sometimes, don't place the PEFs and when I enter a section for the first time I roll to resolve. This way I'm not only unsure of what I can meet but also how many PEFs there are. Thank you for your reply. That makes sense and now I understand the rules a bit better. Thank you also for the additional "variant" for PEF placement / resolution. One of the things I like about your games is that there is uncertainty and that I can be surprised myself, even when playing solo. This "variant" adds some more surprise in an easy-to-do fashion. I'll be sure to try it out.
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Post by Ed the Two Hour Wargames Guy on Jul 11, 2022 17:43:10 GMT
The thing about the uncertainty showed me that's it's okay to Leave the Fight - end the Encounter as you can't always win. Have fun!
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Post by blacksmith on Jul 11, 2022 19:05:27 GMT
Encounters have a Special Instructions section which can supersede the standard rules. In the Exploration Encounter I play as per standard rules in eveything except in the number of PEF Generated. That is, instead of 3 PEFs I go with 2+1/26 roll as the Special Instructions section says.
Here is an AAR of an exploration encounter that may help you to see how I played it: Eilif ExploresThank you for your reply and for the link to your blog. Your write-up was incredibly helpful! Seeing the process step-by-step helped clarify the rules. I need to remember to check your blog more often. You're welcome. Happy to help 
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Post by martinw on Sept 25, 2022 15:09:43 GMT
OK, I finally had some time to play again. I haven't finished this Explore Encounter yet, but wanted to post my notes so far. Spoiler: Sam is still alive and even gained a new partner!
S | Scene description
M | Mechanics
D | Dialogue
C | Comments
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C | And I'm back! The "Down the Road" guidelines suggest an Explore encounter after a failed Hunt.
S | Sam rests up for a bit. Then, still dejected and now all alone, he strikes out into the interior wilderness of Mirholme. Who knows what he will find…
M | Sam has lost his entire warband. I'm not going to penalize him with additional decreasing Rep d6. His stats are now:
M | Type: Star. Name: Sam. Rep: 5. Race: Men. Nationality: Mirholme. Alignment: N/TW. Gender: M. Class: Warrior. AC: 4 (-1 to Rep when taking Physical Challenge). Weapon: 1S. Pep: 4. Sav: 5. Wary. Dim. Increasing / decreasing Rep d6: 0
M | Explore encounter: Prep the table and resolve PEFs using the Exploration table. Per the special instructions, I'm going to resolve the PEFs when I want, without checking for an encounter rating.
M | Sam will enter from: 1d3+6: 8.
M | I'm going to place: a small pond in 3, a band of forest in 4 and 5, and a hill in 1.
M | How many PEFs are available: 2+1/2d6: 5.
M | Where are they? 1d6 for each PEF: PEF #1: 2. PEF #2: 5. PEF #3: 1. PEF #4: 3. PEF #5: 5. I will place PEF #4 behind the pond; no LOS yet. PEFs #2 and #5 will be within the forest, i.e. not visible yet. PEF #3 will be behind the hill, also not visible.
S | Sam's meanderings have brought him to this snowy, forested area of Mirholme. At least it's a nice day, with the sun straight overhead.
M | Turn #1: Activation: Sam: 1d6: 6. Enemies: 1d6: 6. Doubles; re-roll. Sam: 1d6: 5. Enemies: 1d6: 6. The Enemies go first; but the PEFs' Rep is 4, so they don't activate. Sam goes next; and his Rep is 5, so he activates.
M | Sam moves to the northeast (toward 6).
M | Sam now has LOS with PEF #4. Let's see what it is: 2d6: 3 1 = 4 → NPCs returning from a raid with 1/2d6: 1 captives. Not friendly and will attack. How many opponents? 1/2d6: 3 → One more than band = 2. Who are they? 1d6: 6, 1d6: 5 → Goblins. Since it's goblins, there will be 2 more than rolled, so 4 total. Who is the leader? Goblin #1: 1/2d6: 3 → Warrior, Rep 3, AC 2, 1S. Next: Goblin #2: Warrior, Rep 3, AC 2, 2-handed weapon. Goblin #3: Shooter, Rep 3, AC 2, SB. Goblin #4: Warrior, Rep 3, AC 2, 1S.
M | Let's just say that they're transporting a dwarf prisoner.
S | As Sam is moving forward, he notices movement up ahead, still quite a distance away from him. It looks like… yes, it looks like it's four goblins, splish-splashing around at the edge of the small pond. And next to them is a… that looks like a dwarf, with chains around his hands, tied to a tree.
S | Unfortunately, one of the goblins has spotted Sam, yells to its companions, and points in Sam's direction.
D | If Sam could hear and understand the goblins, he would be worried: "Look! There's a lone human. Let's go get him and capture him as well!"
M | Let's take an Action test to see who can respond to the situation first. Sam is wary. Goblins are lightweight; shooters are agile; warriors are wary. Sam: 3d6 against Rep + 1 (wary) + 1 (alone) = 7: 5 4 → passed 2. G1 against Rep + 1 (wary) = 4: 2d6: 1 5 → passed 1. Sam goes first.
M | Sam only has a sword, so he cannot shoot. He is 14" away from contact with Goblin #4. He will try to fast move toward the goblin. 2d6: 1 4 → passed 2. At AC 2, he will move an additional 2" per die passed, so 4", for a total of 12". He comes up short. Luckily, Goblin #4 only has a sword as well, so does not shoot. (Sam walked by PEF #5 and PEF #2, but both are too far into the forest for there to be LOS. I will not resolve them at the moment.)
S | Sam, spotting the hated goblins and the dwarf prisoner, charges toward them, swinging his sword.
M | That's the end of the turn.
M | Turn #2: Activation: Sam 1d6: 4. Enemies: 1d6: 2. Sam goes first. (Phew!)
M | Sam activates. He charges into melee with Goblin #4. The goblin does not have a ranged weapon (phew!). Sam makes base contact. Thankfully the other goblins are a bit further back, so he's fighting only that one goblin.
M | Sam swings his sword at the goblin. No modifiers apply, so it's a straight comparison: Sam: 2d6 against rep: 6 2 → passed 1. Goblin #4: 2d6: 2 6 → passed 1. Both suffer -1 to rep and swing again. Sam: 2d6: 3 3 → passed 2. Goblin #4: 5 5 → passed 0. Sam is able to land a blow! Melee damage: 1d6: 5 + 2 won melee by = 7. Goblin has a shield, so AC 2 → AC 4. 7 is 3 more than AC → Obviously Dead.
S | Sam continues his charge. The goblins are still trying to get into proper formation. Sam takes advantage of this, swings his sword in a wide arc, and fells the first goblin in his way in one move.
M | Since the opponent went OD, Sam can continue his charge and run up to the next goblin.
S | Sam's momentum carries him forward, and he makes contact with the next goblin!
M | Sam's rep is back to normal. He is now up against Goblin #3. Sam: 2d6 against rep: 4 5 → passed 2. The goblin only has a short bow! He will fight unarmed in a hand-to-hand melee. Goblin: Start with 2d6, but -1d6 for being a shooter and -1d6 for being unarmed. That leaves 0d6 to roll, so the Goblin passes 0. He doesn't stand a chance against Sam. Sam rolls for melee damage: 1d6: 4 + 2 passed = 6. The Goblin has AC 2, so that's 4 over → the Goblin is obviously dead!
S | Sam rushes at the Goblin. Before the Goblin has a chance to even raise its arms to defend itself, Sam's sword cuts it down.
M | Sam has a bit more distance left in his charge. He can keep going. And he will!
S | Again, barely pausing to re-balance his sword, Sam carries on, headed straight for another Goblin.
M | Sam gets into base contact with Goblin #1. He swings his sword. Sim: 2d6: 4 3 → passed 2. Goblin #1: 2d6: 6 1 → passed 1. Sam wins! Melee damage: 1d6: 6 + 1 won melee by = 7. Goblin has a shield, so AC 2 → AC 4. Still, 7 is 3 more than AC → Obviously Dead.
S | With a final, brutal cry, Sam charges at the leader of the Goblin band, swings his sword, and cuts it down. Finally, Sam halts, letting his sword rest.
M | OK, Sam's "side" is done meleeing. The remaining Goblin, Goblin #2 with rep 3, will take the Will to Fight test. 2d6: 6 4 → passed 0. The Goblin will leave the fight.
S | Seeing the carnage that Sam has inflicted on its comrades, including the leader of its band, it does the only thing that makes sense: it turns tail and RUNS AWAY!
M | Technically, the PEFs would now activate and would possibly move. But I want to pause the action for a moment.
D | Figuring that "the enemy of my enemy is my friend," the dwarf exclaims hopefully: "Yes! Well done! A little help here with these chains? Please?"
S | Sam grunts, moves up to the dwarf, and releases the chains, freeing him.
D | Dwarf: "Much obliged. To thank you for rescuing me, let me join you." Sam: "Before you make that offer, you should know that my previous companions did not fare so well." Dwarf: "After that display just now, I will gladly follow you." Sam: "OK then. But don't say I didn't warn you."
C | I'll stop here for now. Next time, I will have Sam and the dwarf loot the corpses and keep exploring the other PEFs.
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Post by martinw on Sept 25, 2022 15:12:10 GMT
My last session raised some additional questions:
1. Encounters: There are Encounters provided toward the back of the book (e.g. "Raid" on p. 96). These Encounters can be played as-is, by using the tables to help generate the opposition, etc., or they can be "constructed" by me as well, by manually picking and choosing how I want to set things up, correct? So when the Encounter says in the "Who are they?" section for Raid: "[…] or they may be generated by the Encounter", that's referring to me manually specifying who the opposition would be, correct?
I'm new to the wargaming hobby. A couple of weeks ago, I was able to attend the NOVA Open wargaming convention and was able to watch a few games being played. I saw that the conference organizers had manually crafted some scenarios that people played through. To me, that seemed like an example of taking one of the basic Encounters listed in this book and manually fleshing it out, adding details, specifying who the opposition is, etc. So I can use the Encounters listed in the back of this book essentially as a template for constructing these customized scenarios. Am I on the right track?
2. Modifiers for passing dice checks: I was using the melee table. It says to start with 2d6. My opponent was both a Shooter (-1d6) and Unarmed (-1d6). Does that mean that he rolls 0d6, i.e. he doesn't roll at all? And thus automatically passes 0d6? Or do you always get a chance to fight back (e.g. to at least roll 1d6)?
3. Activation: It says that each side rolls 1d6 for Activation (p. 14). Doubles are re-rolled. How does it work if you have more than two sides? For example if you have three human players all competing against each other in the same game (e.g. to capture an artifact and run off the board with it). Does everyone roll and then whoever rolled doubles needs to re-roll to break that tie?
(This is somewhat of an academic question, I know. But one of the Frostgrave games I watched at NOVA Open did actually have multiple human players compete against each other on the same board. It made me wonder how I would handle it in WHAT.)
Thank you for any feedback and suggestions!
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Post by Ed the Two Hour Wargames Guy on Sept 25, 2022 16:05:59 GMT
My last session raised some additional questions: Here goes.1. Encounters: There are Encounters provided toward the back of the book (e.g. "Raid" on p. 96). These Encounters can be played as-is, by using the tables to help generate the opposition, etc., or they can be "constructed" by me as well, by manually picking and choosing how I want to set things up, correct? So when the Encounter says in the "Who are they?" section for Raid: "[…] or they may be generated by the Encounter", that's referring to me manually specifying who the opposition would be, correct? Correct. Or they could be someone from a previous Encounter. example - Go Carousing, meet some NPCs, and they decide to Rob you. Go to a Confrontation with them.I'm new to the wargaming hobby. A couple of weeks ago, I was able to attend the NOVA Open wargaming convention and was able to watch a few games being played. I saw that the conference organizers had manually crafted some scenarios that people played through. To me, that seemed like an example of taking one of the basic Encounters listed in this book and manually fleshing it out, adding details, specifying who the opposition is, etc. So I can use the Encounters listed in the back of this book essentially as a template for constructing these customized scenarios. Am I on the right track? Exactly. 2. Modifiers for passing dice checks: I was using the melee table. It says to start with 2d6. My opponent was both a Shooter (-1d6) and Unarmed (-1d6). Does that mean that he rolls 0d6, i.e. he doesn't roll at all? And thus automatically passes 0d6? Or do you always get a chance to fight back (e.g. to at least roll 1d6)? If you have a weapon, you are not unarmed. He counts the -1d6 for being a Shooter. If he was a Townsfolk and it specified unarmed on the list, then he'd count 0d6. 3. Activation: It says that each side rolls 1d6 for Activation (p. 14). Doubles are re-rolled. How does it work if you have more than two sides? For example if you have three human players all competing against each other in the same game (e.g. to capture an artifact and run off the board with it). Does everyone roll and then whoever rolled doubles needs to re-roll to break that tie? Correct. A scores a 4, B and C score a 3. A goes first, B&C roll off and B scores a 4, C, a 3. So, it's A, B, and C.(This is somewhat of an academic question, I know. But one of the Frostgrave games I watched at NOVA Open did actually have multiple human players compete against each other on the same board. It made me wonder how I would handle it in WHAT.) It has happening before many times. Especially in All Things Zombie. The nice thing about THW rules is that they share basic game mechanics. Thanks for the post, hope this helpsThank you for any feedback and suggestions!
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Post by martinw on Oct 2, 2022 15:57:32 GMT
Here goes.<snip> Thanks for the post, hope this helps Ed, as always, thank you so much for your reply. It's incredibly helpful to be able to ask these questions and get answers right from the source. Thanks for confirming my guesses and for the example about the order of activation. That all makes sense. I'm already looking forward to the next session of my little campaign! Happy gaming!
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Post by martinw on Dec 17, 2022 13:22:01 GMT
S | Scene description
M | Mechanics
D | Dialogue
C | Comments
-----
C | And we pick up where we left off. Sam managed to free the dwarf, who has joined his party.
D | Sam: "I'm Sam. What's your name?" Dwarf: "It's Dalnur." Sam: "Excellent. Dalnur, welcome to my party. Now, let's outfit you and see what else these gobbos had on them." Dalnur: "Yes!"
S | Dalnur grabs a sword and shield, tests it, and nods happily. Sam retrieves the shortbow and some arrows and slings them over his shoulder.
S | Sam now starts to rifle through the three goblins, with Dalnur assisting him.
M | Let's check for some magic items. All of the goblins had Rep 3. Goblin #1: 2d6: 2 3 → No. Goblin #2: 2d6: 3 3 → YES! Does it have a second item? 2d6: 4 1 → No. Goblin #3: 2d6: 1 3 → No.
D | Sam: "Hey, wait a second. What is this? This goblin has something tucked away in its belt pouch…"
M | Let's see what it is: 1d6: 1 → 1 + Rep disabled character = 1 + 3 = 4 → Potion. 2d6: 5 1 → 6 = Heightened Senses.
D | Sam: "It's a potion. And the label on it says… Heightened Senses! Neat!" Dalnur: "Awesome! Is that all they have though? No money or anything?"
M | Let's give them another chance to find plain old increasing Rep. Goblin #1: 1d6: 5 → Fail. Goblin #2: 1d6: 3 → Yes. Goblin #3: 1d6: 1 → Yes.
D | Sam: "Yes! I found some coins. Here, we'll split it."
C | Updating the party roster:
M | Type: Star. Name: Sam. Rep: 5. Race: Men. Nationality: Mirholme. Alignment: N/TW. Gender: M. Class: Warrior. AC: 4 (-1 to Rep when taking Physical Challenge). Weapon: 1S, SB. Pep: 4. Sav: 5. Wary. Dim. Increasing / decreasing Rep d6: 1
M | Type: Grunt. Name: Dalnur. Rep: 4. Race: Dwarf. Nationality: TBD. Alignment: RS. Gender: M. Class: Warrior. AC: 4. Weapon: 1S. Pep: 4. Sav: 3. Resilient. Duty. Increasing / decreasing Rep d6: 1
C | Keep exploring the area. Sam has resolved 1 PEF successfully so far. Needs 2 more to succeed at this Encounter.
D | Sam: "All righty then. Let's see if we can scare up some more trouble, huh? What's that over there? It looks like a basket."
M | They're within sight of the PEF in area 1. Let's resolve it via the Exploration table: 2d6: 5 3 → Food!
S | Sam and Dalnur make their way across the snowy field. As they get closer, they notice that it is indeed a basket, covered with a red-and-white checkered cloth. Sam carefully lifts it up using his sword – to reveal some bread and cheese. Sam and Dalnur dig in with delight!
M | Sam gains another increasing Rep d6. (Let's say that he didn't eat everything right away and saved some for later.)
M | Type: Star. Name: Sam. Rep: 5. Race: Men. Nationality: Mirholme. Alignment: N/TW. Gender: M. Class: Warrior. AC: 4 (-1 to Rep when taking Physical Challenge). Weapon: 1S, SB. Pep: 4. Sav: 5. Wary. Dim. Increasing / decreasing Rep d6: 2
C | All right! Another PEF resolved successfully! One more to go.
M | Let's see what the PEF #3 is behind the hill in area 1. Exploration table: 2d6: 1 1 → Camp of NPCs. Interact!
D | Sam: "Hey, stop chewing so loudly for a second. Do you hear something?" Dalnur: "Hrmph? Wha?" Sam: "Yes, there, I do hear something. Coming from behind that hill. Let's go check it out. But stop chewing so loudly; we don't know yet what's there."
M | How many? 1/2d6: 4 = 2 → Same number as band, so 2. Let's roll on the "Who are they?" table: 1d6: 3 → row 3. 1d6: 2 → col 1. We have met "Men". Met before? 2d6: 2 4 = 6 → No. Who's their leader? 1/2d6: 6 = 3 → Warrior, Rep 4. Align: N. Gender? 1d6: 2 → Female.
S | Sam and Dalnur advance cautiously. As they head toward the north and around the hill, they can see a small camp with a fire going. Around it are two human warriors. Based on their dress and gear, Sam can tell that they're from Mirholme as well.
D | Sam: "Ho there! Hello! We come in peace!"
S | At first, the warriors reach for their weapons. But once they see a fellow Mirholme warrior, they relax. They allow Sam and Dalnur to approach, still staying on guard.
D | Sam: "Well met. I'm Sam and this is Dalnur, my new companion. May we join you around your fire for a few minutes? It's cold out here. Oh! And we have some food here that we'd be happy to share! Some bread and cheese!"
M | Let's see how the Interaction goes! That offer of food is a "Sweet Talk" for 1 decreasing Rep d6. Sam: Start with 2d6. -1d6 for being Dim. +1d6 for Sweet Talk = 2d6. Sam's People is 4. 2d6: 3 4 → Pass 2. Lead warrior: 2d6. Use Rep for People skill, but +1 for being female, so 5. 2d6: 5 3 → Pass 2. Passed same number → You are well received and can barter. I don't need anything right now.
S | As Sam and Dalnur share their tales, the female warrior and her male companion visibly relax. The food is well received. The four chat. Sam learns more about this area from the female warrior.
S | After a while, Sam and Dalnur decide it is time to go. They thank the two warriors and head off.
C | Another PEF resolved successfully! And with that, I'm going to end the Explore Encounter.
M | Let's see how much increasing Rep d6 Sam gains: Nothing for Damage, since the goblins were of lower rep. But 1 increasing d6 for the successful Interaction. And another 1 increasing d6 for successfully completing the Explore Encounter. With the 1 decreasing Rep d6 from Sweet Talk, that nets Sam 1 increasing Rep d6.
M | Type: Star. Name: Sam. Rep: 5. Race: Men. Nationality: Mirholme. Alignment: N/TW. Gender: M. Class: Warrior. AC: 4 (-1 to Rep when taking Physical Challenge). Weapon: 1S, SB. Pep: 4. Sav: 5. Wary. Dim. Increasing / decreasing Rep d6: 3
M | Type: Grunt. Name: Dalnur. Rep: 4. Race: Dwarf. Nationality: TBD. Alignment: RS. Gender: M. Class: Warrior. AC: 4. Weapon: 1S. Pep: 4. Sav: 3. Resilient. Duty. Increasing / decreasing Rep d6: 1
M | We will save our increasing Rep d6 for now.
D | Sam: "What do you say, Dalnur – Have you had enough of this snow yet? Maybe time to find a nice inn with some hot stew and a mug of ale?" Dalnur: "Aye! See, I knew we'd get along."
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Post by Ed the Two Hour Wargames Guy on Dec 17, 2022 16:04:43 GMT
Very well done posting wise. Enjoy how you detail the steps of the adventure. Will help others. Thanks again.
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Post by martinw on Dec 18, 2022 14:54:30 GMT
Very well done posting wise. Enjoy how you detail the steps of the adventure. Will help others. Thanks again. Ed, thank you for the kind words. I'm definitely still just learning the rules. If you see anything that you would do differently in the game, please don't hesitate to let me know. If these write-ups can help someone else, great. I'm just having a ton of fun with your game! Have a great day!
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