Tuesday, 13 October 2015
The basics are that you take 2d6, nominate one as positive and the other negative, roll them and subtract the result on the negative die from the result on the positive die.
You are aiming for precision, zero deviation, the bullseye.
If you need to find two dimensional precision then roll an additional d6 and for positive results count clockwise from 12 o'clock to 6 o'clock, for negative results counterclockwise. This gives direction to the 2d6 magnitude roll.
The language of positive results:
Off To the right
The language of negative results:
The language of zero:
On the money
This can be modified in a lot of ways supporting the basic fiction. Competence or external influence can add more or less dice, change the type of die rolled, change the range of success, add or subtract fixed values as modifiers.
Tuesday, 11 August 2015
“Stop grandstanding and get out of the way, you’re spoiling my shot.”, snapped the Archer
Ignoring the petty squabbling of the fleshlings, the Spriggan thickened it’s bark and braced for the chitinous fiend making its inevitable attack.
Silently, but for the faint crack of rapidly forming ice, a bone numbing chill spread over the floor of the cavern from a silver ribbon extending from the fingers of the Apprentice where they brushed the dark loam. The masterwork complete he drew back to his librams, considering whether to further aid the band of ragamuffins he had become entwined with.
Hissing and clacking, the great worm moved slowly, but inexorably forward even as it was chilled to the marrow by the Apprentice’s great spell. Its urgency to devour ultimately its undoing.
The answer the question is pretty categorically, not the Boss. The first barrage from the heroes wiped out stage one of the Terror without even triggering the Darkness Cycle.
The ongoing -2 to TN chill effect generated by the Apprentice is great on big base models and considering how well geared we are pretty much guaranteed hits for every attack.
Stage 2 was a bit more challenging, but it never felt like we were in any real danger. A smaller or less well equipped group would probably have a tougher time of it as the Terror’s trample ability prevents adjacent heroes from acting effectively.
The group was helped out by their big serendipity bank, summoning Bobby twice to soak up hits from the Terror’s multi-hit attacks.
Ultimately, though, stage two was dispatched inside another two cycles.
Three of the heroes took the Life Bringer title and the Spriggan loaded upgraded armour into her deck.
Next episode is a custom setup non-story adventure with some extra goodies, and possibly some photo’s. We’ll also be using the Orcneas deck for more of a challenge so I’ll need to get painting.
Monday, 27 July 2015
No Flavour text this update but we've just cleared everything except the Terror in act 3 so plenty of that to come in the next update "The Song of the Spider"
The Monty Haul Problem
Thus begins the final push towards the end of story two act three. And I’m beginning to feel that there might be a treasure problem. I fact I’m having a bit of an existential Myth crisis about a few things.
Number One – the Loot
I’m a tabletop GM by nature and one of the maxim’s I’ve learned to live by is “Keep ‘em poor and hungry for more”. The acquisition of material stuff is a primary driver for adventuring. A paucity of said stuff also means that the players and their characters are challenged more strongly by circumstances and are therefore forced to become more inventive in their problem solving. This always leads to a good story.
We’re into our 6th act in total and most of us are carrying one or two pieces of blue gear and the rest is green.
Being an experienced bunch we are also very good at maximising our opportunities for gaining loot. This has resulted in us being both very well equipped and fantastically rich.
The upshot is that the current batch of antagonists is proving less challenging that I though they would.
Number Two - Faffing About (or the loss of urgency)
Mechanically if the perceived danger is low then there is no incentive to gain threat. Realistically this means that the only threat thresholds that we meet on the darkness deck are the occasional 8, and that’s only the case when we’ve needed to do a high threat action for a specific quest gain, such as in the epic mega kill episode last post.
It also means that once the lairs are done we can faff about for ages using movement cards to meet the “must act” anti loitering criteria while picking up all the treasure tokens.
Number Three – Bum Scratching
This has happened to both the trickster, where I think this is a larger defect, and most recently to the spriggan. You draw a hand and there’s no useful contribution you can make, repeat until at the end of your deck. By this point everyone else has been sticking the boot in and you’ve sat about scratching your bum for an hour or more. This is about the least fun you can have playing Myth.
The problem for the Spriggan is that she is very fragile until geared up which does apply some urgency pressure, but in a larger group context just leaves her hanging about at the back doing nothing and feeling like a third wheel.
Number Four – Follow the Leader
Minion clumping is a thing. Especially with the instinct enemies they all rush the heroes and effectively block the captains from doing anything apart from wandering up and down the back row like a heavily armoured football coach. Not so much of a problem at setup but after a few spawns makes the tile a turgid swamp of slowly shuffling minions. Captains are also slow to emerge in the Terror deck which means that there are usually a lot of crawlers on the tile before they put in an appearance.
We’ve had a bunch of great Myth sessions but we’ve put in a whole heap of hours and that’s drawing out some underlying issues, non of which can’t be overcome with a house rule or two. And it’s also possible that the chaps at Myth HQ will have already thought of these for Journeyman.
Changes to enemy movement
We’ve already been playing these house rules as they are mainly clarifications to the existing movement rules.
Proximity attackers will do their best to move next to the closest target. If they are obviously blocked then then will move towards the next nearest, based on their priority and so on.
When calculating which target to attack based on threat subtract the distance the enemy unit would have to travel from the calculation. This reduces clustering as it means that enemies will close with heroes as targets of opportunity first unless given a compelling threat and gives a reason for the soldier to keep his threat high to draw fire from other heroes.
Changes to card draw
Before anyone plays a card in the hero cycle you may discard a card, search your deck for a replacement card and place it in your hand. To do this you must pay the AP cost of the card plus one as the Darkness becomes aware of your manipulation of the fates. The may spend 1 serendipity to reduce the AP cost by one. You may not spend more than one serendipity.
New Mechanics for the Acolyte
You may play a card face down to heal a hero by one point of vitality. The range of this ability is equal to your Faith. This operates in a similar way to the Soldier’s rage mechanic
Changes to lair spawn
If there are eight or more minions on the tile then the lair will automatically spawn a Captain during the Darkness cycle in addition to the spawn on the Darkness card.
Changes to treasure
Intelligent creatures moving over a treasure token will expend a point of movement to pick it up, returning it to the treasure pool for the tile.
All of these will be reviewed once we introduce new darkness decks as some of these issues may be caused by just playing the stories for the Terror.
Friday, 3 July 2015
Wednesday, 1 July 2015
Saturday, 25 April 2015
"Behind you!" Shouted Fenwick as the razorfiend lumbered into view, goaded by its attendant grubbers.
The acolyte turned to see the massive fists of the creature smashing down towards him.
At that moment a swarm of bees burst from the air around the spriggan leaving the swollen bodies of the grubbers writing on the ground.
Rolling to one side Fenwick buried an arrow deep into the 'fiend's side causing it to rear up in pain. Perfectly positioning it for the follow-up. Nothing but the arrow's knock could be seen protruding from the creature's thick neck as it toppled like a skillfully felled tree.
Rushing to the acolyte's side, she was only in time to hear him murmur his last few words, "the servants of Boabeh always rise again" before the light faded from his eyes
Standing over the body of her fallen comrade, pondering his almost sinister sounding pronouncement she turned to the spriggan and asked "where's the Skald?"
Staggering from beneath a mound of dead crawlers the Skald lurched toward them "It's too late. The poison..." and the Skald breathed his last.
Act one of the second story quest nearly ended in a TPK. As you can see from the artfully posed picture, however, the ladies saved the day (again), taking out the razorfiend while we sat about and made crude jokes about the acolyte.
In fairness to him, it was frightfully bad luck that we drew a threat 8 darkness card rather than the normal threat 10 as before that he had managed to take out a swathe of minions.
I forgot that the Skald had picked up a poison DoT earlier in the session and when I went back and recounted realised that he should be dead as well.
At the end of the last story the Archer had opted to take the title and used it to retain her blue endless quiver. And boy has that come in handy. The biggest benefit is that she always has enough arrows for a full Orions Tears, which is a great way to clear a tile cluttered up with minions. Added to that, there's almost always ammo available for the other special attacks. Tumble is being used quite a lot for maneuvering, especially as it grants a free shot and doesn't count as a move.
The Skald was an interesting character to play. The play style is completely different from the other characters as all the Skalds actions are resolved at the head of the Hero Cycle. This make him a great choice for anyone who is demoing as their turn is finished before everone else's starts and that frees them up to run the darkness board, check rules etc.
The only negative is that the Skald's abilities could do with an additional point of range. Range 1 and 2 are a bit too close to give good coverage to the party, especially with ranged characters in the mix. The low range can also leave the Skald exposed, and he is a poor melee combatant.
On the painting front, as you can see neither the characters or the mini boss are painted yet. As at time of writing the spriggan is almost finished though and it's only layer coats on the Terror and some basing on the scorpion captains that needs done to complete that set. Once the Terror set is complete I'm going to concentrate on the heroes and then move on in boss order, so it will be Orcneas' troupe of muckers and grubbers that get a lick of paint after that.
Monday, 13 April 2015
"You need Boabeh! For he smites down all who would mock him" returned the Acolyte grasping his staff more firmly.
Tuesday, 24 March 2015
<i>Dragging ourselves from the crawler lair we had hoped for some respite from the Darkness. Gravely wounded the Soldier withdrew to minister to his wounds. His place in our ranks filled by a Brigand, here to rob the graves of the recently departed but now trapped here in the boneyard with the three of while the ground beneath us began to seeth with crawlers.</i>
Act two of the first quest is a slaughterfield of five rounds. The wave mechanic works really well here providing plenty enemies to dispatch and good opportunities for looting. With 4 players I don't think we were stretched too much and we cleared a couple of the waves in two turns. Not having the Soldier in the mix provided, as expected, much more of an opportunity for the Spriggan to shine. The lucky draw in act one of the everfull quiver also meant that the Archer managed to fire off two full volleys of Orion's Tears which wiped half the tile at a time.
The Brigand plays reasonably well in this mix, and was a fun character to play, but I think that I personally like the Soldier more. The draw for the Brigand was a bit patchy so the bigger combos never really materialised, but that's just the luck of the draw. The non-combat lair kill and pinpoint massive attacks might come more into their own next session when we tackle act 3, or I may test run the Skald or Trickster.
The next story arc will feature more fiction once the group mix has settled down and everyone has provided their character names. Archer - I'm looking at you!
Friday, 6 March 2015
<i>''Awakening, grasped by the cold hands of travellers even less fortunate than ourselves, I lurched quickly to my feet. The chittering giving the only hint in the darkness of the crawler lair we had been dumped next to."</i>
So Mythic Mondays have begun and we are starting at the beginning with story quest one.
For this first run we went with the Soldier, the Apprentice, the Acolyte and the Archer. For those of you not familiar with the quest, the starting equipment is a green draw and a choice of one brown item.
Everyone chose wisely, except me, forgetting that a whole heap of the Soldier's abilities require the shield and instead I ended up with a useless green item (bagpipes or something) and the fireplace poker.
Through a combination of poor luck and poor judgement both the Apprentice and Soldier went down in the first few turns leaving the Archer and Acolyte to face certain death at thee hands of a mucker and a whole hoard of grubbers and crawlers.
Rather than restart, we agreed that there must have been some other poor unfortunates dumped with us, coincidentally another Soldier and Apprentice, but this time ones with the requisite pot lid for the Soldier and a better starting hand for the Apprentice.
Despite our early mistakes everyone had a fantastic time and was looking forward to Act one part two the next week.
<b>Later that same day</b>
<i>"Gravely wounded and drenched in corpse fat the Apprentice withdrew with her place in the party filled by the Spriggan sprout. Thusly reinforced; and rearmed by a friendly merchant we ventured on to enter a large underground cavern, infested with crawlers."</i>
Week two of Mythic Mondays, and we're still on Act 1. However, we're properly equipped and this time we decide to be cowardly and bring on the minimum number of critters. Strategically we are also beginning to get the hang of our characters, although I finished the night feeling that the Spriggan had been a bit under-utilised. This was largely due to the excellent performance of the Soldier who got some great timely draws. Combo's of the night for the Soldier were Impenetrable and three rage, making him unhittable by the crawlers and a six square Riding the Edge which wiped out half the crawlers and generated two treasure drops. Early strikes on the lairs by the Archer and Spriggan combined to stem the flow of minions and from there it was a simple case of mopping up.
Next time we will move on to act 2 and be braver with our initial minion setups. Our heroes are also getting names and back stories with more fiction to come in future articles.
The crawler minis have also received most of their paint job (primed, based and inked) and are starting to look spiffy. Photos will follow in subsequent posts.
Again, we all had a brilliant time, co-op games are rapidly becoming my favourite, so we are really looking forward to MERCs Recon shipping soon.
For this session we were using the new 2.0 rules which are a huge improvement over v 1. The book flows better and therefore makes the setup and game play smoother. The rules revisions and clarifications are broadly all things that we had house ruled on previously and the guys at Megacon has clearly taken time to understand and deliberate on fan feedback before issuing v2. We still make the odd booboo now and again but that's more to do with enthusiasm than any failing in the instructions.
The hardest part is now going to be painting up all the minis before Journeyman arrives.