Thursday 7 November 2013

Rappan Athuk - Session Three

Session 3 (October 15, 2013)

(Back to Session 1)

This report should've been written two weeks ago. Now I don't remember every detail and my mind is occupied with other things. In fact, I only finished it because I didn't want it to be missing. I intend to continue with this, I'm just busy right now.

The party included the following characters:
  • Azureus (Magic-User 1)
  • The Baron (Fighter 1)
  • Bolwír (Fighter 1)
  • Starbucks (Fighter 1) and Starbucks Junior (light infantry)
The highlights of the session were the following:
  • The party entered the dungeon through the Mouth of Doom and found themselves in a room of many doors, one of which (the one with the carving of a goat-face above it, claims one of the partying adventurers) turned out to be a false door with a pit trap in front of it.
  • The eastern exit lead them to a couple of outlaws, hiding from the authorities. The party killed all of them but one; he joined the murderous company in hopes of staying alive.
  • The party fought some skeletons and, after an intermezzo with the bandits, a mummy-like creature (fortunately, they managed to kill it before it could rise from its grave).
  • They were surprised by a bunch of bandits, who led them to their base of operations within the dungeon. There they met their leader, found a girl (possibly Emily, daughter of Bernard), and received a quest which would require their descending to the second level.

Friday 1 November 2013

Vikings & Valkyries: XP and Advancement

The following house rule suggestion was made with Vikings & Valkyries in mind (which means it also works as written with Mazes & Minotaurs), though I believe it would work with other iterations of The Classic Fantasy Game.

The default rules for advancement in Vikings & Valkyries (a little bit simplified) are as follows: Warriors, Magicians, and Specialists earn Glory, Wisdom, and Experience, respectively, through different actions (Glory by fighting monsters and doing heroic deeds, Wisdom by fighting magical beasts and experiencing the supernatural, Experience by using skills). This means the incentives are different for each character (and also quite similar to what Roger describes as "XP for means"), which I would like to avoid as much as possible. Furthermore, I would like my reward system to be more directly related to deeds of legend, even if that means less generic and more campaign specific rules.