Reckless Dice #32: Who Am I?

RDP gets real and talks about what we bring to the table when creating a PC. Do you play yourself? Do you be who you always wanted to be?  Do you live out your fantasies as a female Dwarf Agitator?  RDP and a special Bretonnian guest spill the beans.

11 thoughts on “Reckless Dice #32: Who Am I?”

  1. On the subject of gambling: have you considered using a progress tracker and allowing players to use various methods to advance that tracker to see who would win in a game that has a skill component?

    My example below relies on the players not knowing each others progress (by either not cheating, using some kind of screen, or being tracked by the GM).

    My example of this would be to start with rolling 5 fortune dice for each player. The player who rolls the most combined boons and successes would start one space from starting towards victory while everyone else would begin at the start of the tracker. This would represent who has the best hand. Alternatively you could allow players to move several spaces (each player moving depending on how many successes and boons they scored) for more complexity.

    From that point on it gets serious. Players then go around the table deciding by what method they will try to win. Each turn players can make one check to try and advance their progress (this would be where you try to cheat using skulduggery, bluff using guile, or hope to win through luck using a roll of 3 fortune and 1 challenge dice). Other methods could be allowed at GM discretion (maybe you can use charm instead of guile if you actually got a good hand, etc).

    From there its just a matter of who reaches the event marker or has moved the farthest in the time allotted. This method requires a certain by in as it represents a game of cards abstractly instead of on a turn per turn basis. Depending on how the winner advanced their token would determine the style in which they won, thus flavoring the game.

    Having played a gambler type character in the past I know that I was never satisfied with one single check to determine the outcome of a game of cards. The tracker has the potential to add a lot of excitement and suspense to gambling in game as PC’s race to keep or earn the coin they risked their lives to attain. Anyhow that’s how I might structure it were I to run a gambling type encounter for any game I run. I hope this gives you all some ideas on how to make gambling a white knuckled ride instead of just a few win or lose rolls.

    Steve

  2. Hey. The game of three link goes to the Old World League, you probably should change that.

  3. Hey guys, I love your podcast and I recently bought the Core and several expansions to run for a group. This comment doesn’t really address this particular episode, but I wasn’t sure if commenting on an older one would get noticed.

    I remember that Jesse once mentioned how much he hates having the group split up both as a GM for the extra work involved and as a player for the forced downtime. I was wondering what your opinion would be on using the Party Tension Mechanic and basically adding a Tension or two whenever the party gets split up, and possibly building upon this when the members encounter situations individually or in smaller groups where they wish they had stuck together. It makes sense thematically because by splitting up, the characters are losing the benefits and safety of their party members, and would therefore have “tension” raised leading to the resulting stress or fatigue.

    However, I wonder whether players may be resentful of this or attempt to “game” the system by refusing to ever split up, even when it’s useful. Perhaps this could be rectified by only adding tension when the party splits up in encounter mode or when encounter mode begins while the party isn’t together. In this situation, when stress from tension is inflicted, perhaps it would only be inflicted on members currently in that encounter. I’m interested to hear your thoughts on this.

    1. Hi Nick,
      What WFRP does really well is to put tools like the party tension meter in the GM’s hands. I use it frequently during the course of play and move it up and down for a number of reasons. I use it to highlight differences among the characters and for punishing break in game flow.
      The key is to listen to your players, whenever they are not working together there might be a valid reason for adding tension.

      Here is some situations where you can add party tension that I found:
      – A character guiding the others through the wilderness gets them lost!
      – A character gets a treasure/clue/favor but decides to keep it to themselves. (even if the others are unaware)
      – A character leaves the party at a critical time to pursue own agenda.
      – In or before a combat encounter, the characters are not in agreement of tactics and start a lengthy discussion about it.
      – A character steals, cheats or backstabs another character in the party!
      – A character insults or behaves badly towards another party members family/friends/leaders/race/religion.

      …and so on.
      I find my players are responding well and even roleplaying off the tension meter occasionally. Also, keep in mind that the punishment for advancing up on the meter is not very grave for the players so use it!

    1. Hahahah i love it! I do recall that there are Dwarf women images from Warhammer Online as well which are very similar to the image you linked. Wasn’t there also an old miniature for a Dwarf queen? Or is that the one you are referring to?

        1. Hahaha I remember that model. Do you suppose Drong the Hard has any relation to Long Drongs Slayer Pirates? Because i’m thinking so.

          Gitzman

          1. No I don’t think there is any relationship. The Campaign played 2000 to 1500 years before the current timeline. Also most of the mentioned holds fell in the Dwarf-Elf war. Although the Hold and Elven City are mentioned to be near the Black Sea with no clear location mentioned.

            Long Drong the pirate is set around Barak Varr and the Pirate Islands of Sartosa. It is the same Location but the story is quite different. So I don’t think there is a connection. But who knows, dwarfs are a stubborn folk, maybe some of the survivors have fled east to Barak Varr during the war.

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