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Post by mister frau blucher on Nov 29, 2012 17:54:25 GMT -5
Hey all, This is a shout out to one of our adventure authors, and long time Legends fan/one-time board stalwart Chris Brandon (Wolves on the Rhine). He has just released his own game, Heroes & Other Worlds. Like LAW, it is a distillation of TFT. He has included one of our short solo adventures in the game, as HOW is compatible with all of our adventures. Check it out! heroworlds.blogspot.com/ Congratulations, Chris! Bret
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Post by gigglestick on Nov 29, 2012 19:29:54 GMT -5
AWESOME!
Way to go!
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Post by gigglestick on Nov 29, 2012 20:08:10 GMT -5
Just ordered it. Looks very cool.
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Post by fenway5 on Nov 29, 2012 21:32:24 GMT -5
Thanks very much Bret for the shot out! DCG adventures are fantastic and were inspiring for the creation of HOW.
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Post by Deleted on Nov 30, 2012 1:17:55 GMT -5
sounds fantastic! just ordered! edit: A Quick Review (for anyone straddling the fence on the purchase) In it's core, HOW is just like LAW and very similar to TFT. The intro in the rules gave my own feelings about RPGs a sense of validation. HOW does not refer to itself as a RPG. HOW considers itself to be an adventure game, not a role-playing game. Funny voices, archaic vocabulary, and theatrical performances are not required. The focus is on adventure. What happens during game-play. There are really only 3 major differences between DCG/LAW and HOW. 1. A new attribute has been added: Endurance (EN). Damage and Fatigue are subtracted from EN first. When EN reaches zero, additional damage/fatigue is subtracted from ST. EN recovers quickly without intervention. In LAW terms, 1 point of EN is recovered for each location visited or encounter resolved. ST recovers just like ST recovers in LAW. If ST=0, character=dead. 2. There are three different methods of rewarding XP (IRC). The simple core rule is that you get 3 XP for each check you pass. Skills are learned or advanced with a "100 XP times the new level" cost. Learning a new skill costs 100 XP. Raising that skill to level 2 costs 200XP, etc. 3. XP cannot be used to raise attribute scores. Once the character is created, that's it. You must live with those scores for the rest of the character's life. I understand the reasons for this but I'm not crazy about this solution. I would prefer to have the same formula for raising skills apply to attributes. Raising ST8 would cost (100 XP times 9) 900XP. Unless your scores are really low, you're better off focusing on raising skills, but still the possibility is there, albeit expensive. Other than the 3 points above, it is mostly the same as LAW with a small caveat to almost everything. There are rules for more combat maneuvers such as parry and dual-wielding, etc. as well as the LAW reactions for Dodge, Counterattack, etc. I wouldn't say that HOW is more detailed than LAW (although it may be but only slightly). What I would say is that HOW addresses a great many more topics than LAW, in terse, LAW verbage. HOW is chock full of skills and spells. HOW is how I would have made LAW Advanced. The GM/Referee section of the rules are chock full of simple tables and charts for generating just about anything in the game world...adventure hooks, dungeons, wandering monsters, treasure, etc. It also contains a nice 'monster manual' section. There are black and white illustrations throughout the book that will take you back to the good ole days. The printed copy and pdf versions are worth their current prices IMO. If you use one of the coupon codes from HOW's blogsite, you will get a bargain indeed. But you must HURRY! The coupon codes expire this weekend (IRC) and the normal prices will also go up in January, according to one of the blog posts.
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Post by fenway5 on Nov 30, 2012 21:27:27 GMT -5
Thanks ewookie for your support and for giving HOW a read through. I understand many classic TFT'ers will dislike that there is no rule inclusion for raising Attributes with XP. You can read a bit about my decision on the HOW blog now. Not saying you will agree, just that you can see my reasons behind the decision. In the end though, you are free to house rule it as you like!
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Post by Deleted on Nov 30, 2012 21:35:54 GMT -5
Thanks ewookie for your support and for giving HOW a read through. I understand many classic TFT'ers will dislike that there is no rule inclusion for raising Attributes with XP. You can read a bit about my decision on the HOW blog now. Not saying you will agree, just that you can see my reasons behind the decision. In the end though, you are free to house rule it as you like! you are most welcome. i actually never heard of TFT until i found LAW a few months ago. i did read your reasons and i understand the reasons. i have brushed on the issue here with LAW a few times in different ways, posts and PMs. in fact, your HOW rules address many things i've brought up here in posts and PMs. great work! but on the xp/attribute front...yes, the house rules!
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Post by fenway5 on Nov 30, 2012 21:49:42 GMT -5
Outstanding sir, that's why I still love adventure gaming, you are free to change, add or house rule to fit your own style. That your are doing so is a good thing in my book. ;D
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Post by Deleted on Nov 30, 2012 22:06:15 GMT -5
cool beans! well, i just re-visited your site and saw the new, in-depth explanation on 'no attribute raising'. i left you a new comment there as well. the point you made that it forces players/characters to rely on each other and hirelings is a big one and definitely adds to the whole experience. you converted me, sir!
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Post by fenway5 on Nov 30, 2012 22:19:16 GMT -5
good news is, if you change your mind, or it doesn't work out for you as well as you'd like-you have an alternative ready to rock! Now grab a DCG adventure and game on!
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Post by Deleted on Nov 30, 2012 23:06:09 GMT -5
i am about to order a couple more.
i feel retarded having this discussion in 2 places (duplication) but i feel compelled to do so for the benefit of someone that is not a member of both audiences...
for refereed adventures, alternative unnecessary. the HOW way is best. the gm always has the ability to put something in the adventure like a potion of permanent assist or something. it's a one-off deal and players shouldn't feel entitled to it.
i'm still scratching my head a little for programmed adventures though. if they are already written and do not specify an option for hirelings, i guess my house rule will be that they are always available (implicitly). the referee section of HOW does a great job of defining types and costs of hirelings as well as how to determine their attributes, etc.
the main reason i feel compelled to post that here as well as there (insert crazy emoticon) is to showcase HOW's thoughtful attention to such things as hirelings.
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Post by Deleted on Dec 2, 2012 3:39:10 GMT -5
i suppose i was going a little bit 'off the reservation' with the hireling idea. it is unnecessary. chris/fenway5 reminded me that Heroes have the advantage of having EN while most bad guys don't.
however, without the ability to raise attributes, i was still concerned about Wizards. i said to myself, "how's a wizard supposed to make a livin' being kept down by 'the man'?"
re-reading i found the answer: Wizards can learn spells that are above their IQ (so can Adventurers, but they learn spells at a much higher XP cost). when casting those spells above their IQ, they make a 4/IQ check instead of a 3/IQ check. in addition, spells have spell levels similar to skill levels. a Hero can invest additional XP into a spell he/she already knows to gain a bonus when making the spell-casting check. very nice.
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Post by fenway5 on Dec 2, 2012 11:43:40 GMT -5
ewookie- thanks for posting back on the topic. I think where some people are getting confused is assuming HOW is a direct clone and assuming the game will be "just like" what's come before. It is influenced strongly by, but is not just a direct replication of previous game like TFT, Melee and Wizard. Best way to sum it up, if you know LAW, TFT, Melee and or Wizard, you will have a head start on understanding HOW, but don't assume you know it!
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Post by Deleted on Dec 2, 2012 16:56:48 GMT -5
i'm glad i could help you make that point! as you have said yourself, many, including myself, may be very turned off by the lack of attribute raising rules. i'm trying to help bring to light reasons why attribute raising is unnecessary. being able to use the Acrobatics or Athletics skills on a Dodge test is another one.
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Post by fenway5 on Dec 2, 2012 17:33:36 GMT -5
I understood when I decided to do away with Attribute increases I might alienate some traditionalists. It was not an easy choice to make nor one that was hastily done. Having played this system for decades, the easier, and more popular path, would have been just to go with the flow. I could not do it because it did not fit the game as I really played it and as I wanted to share. In the end, if folks give it an honest read through and try, they might be pleasantly surprised. And if they decide to house rule it back to the traditional rule, no harm, no foul.
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