Got to love when Random seems anything but
You’ve got to love the random nature of rolling dice. I went up to the War Room to play another game of The Guild of Adventurers but in Round 1 I rolled for Markers moving and rolled a set of results that first had three Adversaries appear nearby but then had me roll six D10s that gave a 2 or 3, ending with the three remaining Adversaries appearing right behind the party!
Consequently the photo above was the end of Round 3 with three of the six now dead, two run off and one with just one wound to go. Shortest game ever (I was done in an hour) with the longest currently standing at 12 Rounds, and usually taking about 7. All on an improbable run of the dice. In the same game a Magic sword rolled a 1 and broke, my poor Rogue may never get over it. Love it!
In other news, I had got myself in a pickle with Wardens of History. As a reminder it’s about Time Travel and features battles in lots of different periods. I was busy dreaming up scenarios based around lots of specific figures, thinking I need a large range just so the players would have a chance to be able a good selection of them.
I kept dreaming stuff up and then thinking, but what if they don’t have these minis? I was properly stuck and almost abandoned the whole thing! Then I realised that actually the best plan was to make everything as generic as possible and let the player decide what minis they want to use each time!
I now really like how it is shaping up, it has a new mechanic where there are more Markers on the table at the start and while some are Adversaries, others are Bystanders, and you need to get them to move off and hope they buy your cover story. So, all back on track.



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