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Author Topic: Dracula's America- the Return (new experimental rules)!  (Read 271 times)

Offline Fenrir

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    • The Lead Mountaineer
Dracula's America- the Return (new experimental rules)!
« on: August 10, 2018, 05:57:53 PM »
Hello, folks- lately I've been taking full advantage of the unusually fine weather here so my gaming has been seriously (albeit voluntarily) curtailed!

However, I've still been tinkering away on all things Drac. Am, and plans are slowly advancing towards some additional material for the game!

One of these will be a rules Errata / FAQ / Update in the future, but I thought it might be good to get a head-start and post some ideas I've been tinkering with on my Blog. The links are below- please note that these are nowhere near 'official' amendments to the rules as they stand, they are simply some alternative ideas I've come up with in response to player feedback- if there is a consensus then this unofficial status may well change down the line, but for now please take them in the spirit they are intended... And of course let me know what you think after giving them a try!  ;)

First up, Injuries in a Campaign:

https://lead-mountaineer.blogspot.com/2018/08/return-to-draculas-america-part-1-tis.html


...And here you can find some new ideas for Fighting and Summoning:

https://lead-mountaineer.blogspot.com/2018/08/return-to-draculas-america-part-2.html


Finally, we have some new options for Actions (this is a biggie!):

https://lead-mountaineer.blogspot.com/2018/08/return-to-draculas-america-part-3.html


Cheers! J.
« Last Edit: August 12, 2018, 09:28:41 AM by Fenrir »
I now have a Blog, like an actual modern-day human!
https://lead-mountaineer.blogspot.co.uk/

Offline Fenrir

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  • Posts: 174
    • The Lead Mountaineer
Re: Dracula's America- the Return (new experimental rules)!
« Reply #1 on: August 12, 2018, 09:31:05 AM »
Updated the original Post with the third and final set of experimental rules- happy play-testing! :)

Offline LeadAsbestos

  • Supporting Adventurer
  • scatterbrained genius
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    • When the Hurlyburly's Done...
Re: Dracula's America- the Return (new experimental rules)!
« Reply #2 on: August 12, 2018, 10:47:21 AM »
Updated the original Post with the third and final set of experimental rules- happy play-testing! :)

Now these I like!

Offline sir_shvantselot

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Re: Dracula's America- the Return (new experimental rules)!
« Reply #3 on: August 12, 2018, 02:22:00 PM »
First off, you should be very proud that you’ve created this. I’m a big fan as you can see from this thread and I’ve roped in at least three people into the game (and working on more): http://leadadventureforum.com/index.php?topic=107489.0

You opened use for Wargames Foundry and Artizan cowboys I’d had sitting round unused for fifteen years. Though I also ended buying around £150 through North Star through my local gaming store to “top up”. Also you gave some of my old Malifaux minis use as it’s too complex for me at my stage of life (job + small kids).

Your game is the perfect balance of decision-taking, depth, speed, character development but without the brain burn.

My only “feedback” is as follows:

Some of my Native American skin walkers have shields but could you offer some rules?

I have so many Mexicans from Foundry and Pulp Figures through North Star! Fantastic minis that scream out to be painted. Various Maximilian adventure types + bandito/magnificent seven types. Would be great if you could come up with something for them? What about getting the French in by saying the Vatican asked Louis Napoleon, who got involved in the Maximilian adventure and, in Dracula’s America, won, to get involved in the states. That way you get French foreign legion, Republican Mexicans and bandito/warlord types? And Native American Mexican Mythos stuff (not that I’m an expert on that).

I’m not bothered my crew is beyond mullered after three games. It means you use cash to replace people rather than building up huge crews or overtooled up ones.

Also mercenaries are so expensive and not that great. I foolishly got a Cossack after one game with red hand Coven and kept paying for him for two more. He’s quite situational and just got targeted and gunned down having done nothing in both games. Maybe OK for wealthier crews.

The new actions look cool.

Offline Paboook

  • scientist
  • Posts: 237
Re: Dracula's America- the Return (new experimental rules)!
« Reply #4 on: August 13, 2018, 02:26:59 PM »
Fenrir, I would say these could be great addition to the game. I hope I will be able to test them soon.

Offline Fenrir

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  • Posts: 174
    • The Lead Mountaineer
Re: Dracula's America- the Return (new experimental rules)!
« Reply #5 on: August 14, 2018, 02:39:26 PM »
Thanks for the kind words, folks- I'd be really keen to hear what you think of these new options after a few games!

@Sir_Shvantselot: I was aiming for a finished game with all the qualities you mention, so that's a relief!  ;)

Shields- this is completely off the top of my head, but how about if they give you a +1 Save Modifier in a Fight and against Bows and Thrown Weapons? Not sure how much help they might be against bullets... They would also probably take up one of your three 'Weapon slots'. Cost? Let's say $4 and take it from there- be sure to let me know if you give this a go.

Mexicans- for now you might like to try out an existing Faction with your own figures and unique back-story, such as Red Hand Coven, Twilight Order, Church of Dagon (for Mythos stuff) or maybe even Salem Sisterhood. There are plans already afoot for a Faction with a Mexican Army/Aztec theme, but you didn't hear that from me!  8)

Injuries- that was exactly my rationale behind the existing Injury rules! I wanted to make sure that even a tooled-up Veteran or Heroic character with a load of Skills was at risk of coming to a bad end...

Mercenaries/Hired Guns- my idea with these was to ensure they never over-shadowed your own 'home-grown' models, and that they mostly fulfilled a specific role- so I deliberately made them 'over-costed' for what they are- if you are playing a one-off game or have spare $ in your Stash, then as you say they might be worth a look- if only for the chance to paint some unusual characters! Nothing to stop you using them as a standard Posse member either, of course...

@Paboook: Cheers! If you give them a go, be sure to post your thoughts here.

Offline Kommando_J

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Re: Dracula's America- the Return (new experimental rules)!
« Reply #6 on: August 14, 2018, 03:58:11 PM »
''Mexicans- for now you might like to try out an existing Faction with your own figures and unique back-story, such as Red Hand Coven, Twilight Order, Church of Dagon (for Mythos stuff) or maybe even Salem Sisterhood. There are plans already afoot for a Faction with a Mexican Army/Aztec theme, but you didn't hear that from me! ''

Looking forward to seeing how that turns out, never could get my own idea off the ground (lack of playtesters) but in hindsight it's hard to make brujeria seem/play unique.
leadadventureforum.com/gallery/25/140_11_05_16_8_27_19.png