Lead Adventure Forum
Miniatures Adventure => Pulp => Topic started by: gharak on May 03, 2010, 10:40:28 PM
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Hi All,
Been a few weeks since I last posted updates on my current pulp project.
I'm happy to report with a few changes all planned terrain and miniatures were completed and over he bank holiday weekend my brother and I played through the 4 planned scenarios.
Pictures and game report of the first game "Shipwrecked" are now on my blog at:
http://wargamersworkbench.blogspot.com/2010/05/game-1-shipwrecked.html (http://wargamersworkbench.blogspot.com/2010/05/game-1-shipwrecked.html)
The game was played using .45 Adventure rules, with slightly different stat cards and encounter cards to take into account my danger level mechanic.
Danger level generally puts pressure on the heroes and keeps the pace of the game up, the longer the heroes take hte higher the danger level becomes. The higher the danger level the harder or more dangerous the encounters become.
With these games being the first to use this concept I was quite happy at how it plays out.
I'll be posting game updates through out this week when I find the time.
Thanks for looking
G.
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Beautiful work, G! :-*
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Hi and thanks,
Game 2: "Escape into the Swamps" has now been posted.
http://wargamersworkbench.blogspot.com/2010/05/game-2-chase-through-swamps.html
G
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That looks very good. Who makes the centipedes?
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Hi and Thanks,
The centipedes are Giant Centipedes from D&D miniatures Dungeons of Dread range, rebased and repainted (though I wish I'd taken the time to straighten them up a little)
G
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Love the Danger Level idea. I might try something similar some time soon.
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Thanks Rich,
I've been making a few tweeks to it following our recent games, the current use for it is as follows:
There are 3 Danger levels in play, each one corresponds to a counter. The levels it at:
Counter Level 1-10 = Danger Level 1
Counter Level 11-15 = Danger Level 2
Counter Level 16-20 = Danger Level 3
Each turn the counter is moved up 1 point, encounters can also speed up the counter (ie in a stealth based scenario the heroes may have to take a DG test to carry out an activity, failing it may make some noise which makes the scenario more dangerous) Encounters usually ass 1 to 2 points to the counter depending on how harsh I'm feeling.
The counter is moved down for each enemy killed (We normally play our scenarios as me as the villain/GM and everyone else as the "heroes" so enemies refer to my hoard of mooks)
The Actual Danger level corresponds to encounter cards, the difficulty of tests for encounters is based on the current danger level.
For example, to make an encounter hard to complete early in the game the difficulty is set to Danger level 1 - 14+, Danger Level 2 - 12+, Danger Level 3 - 10+. This way the game generally doesn't finish quickly if the heroes find the right encounter too early in the game.
On the flip side the random enemy encounters may read: Danger Level 1 - Just 1 Patrolling Mook appears, Danger Level 2 - 2 Patrolling Mooks appear, and Danger Level 3 - a hoard of mooks appear ready for battle.
So far it seems to give the right balance of danger vs reward.
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Game 3 - Hunt in the Mountains
Has now been posted:
http://wargamersworkbench.blogspot.com/2010/05/game-3-hunt-in-mountains.html
Enjoy.
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I've enjoyed your battle reports, and droooooled over your terrain boards.
It all sounds very exiting and a lot of fun.
Thanks for sharing.
Best wishes.