We played yesterday, Session 191, and I had a few more notes I'd forgotten yesterday.
- the PCs fought a bunch of slicer beetles. I found it easier to just do TOTM, as they call it, winged ranges, and tracking the monsters by hand. I didn't bother to put all 20 of them into the turn tracker, make sure each token was rotated properly, etc. I just did it on note paper. I may do that for true fodder encounters.
I was hopeful one of them would roll a 3 or something and lop off someone's hand or foot, but none of them did so. The PCs rattled off about a dozen criticals during the fight. You know, against fodder-level defenses, where it hardly mattered. You can't control the dice.
- The PCs gave Harold $120, a full 100% bonus on his asking rate, and asked him to be available in 2 weeks. We'll see - they get a nice bonus on their roll to find him again, and it does slightly increase his Loyalty, too.
Darkspire took a share, and we'll see if he's available again. He might be, if only because I have him in the system. Otherwise I've aked for at least one week before the play date for NPC requests because it's time consuming to make and upload the NPCs, ensure they have a token, name, quirks, etc. and all of that. I don't want to do a bunch "just in case" because I don't enjoy the process of making characters in GCS. My players love it, I find it really annoying.
- I find exploration without the "unlimited LOS view" of Dark Vision more fun to GM. It's a much shorter "you see this and that" and not a lot of "so-and-so sees" and "I tell them that" or what have you.
- the PCs found a broken set of orc ladders, and the thinking was Hjalmarr broke them. Could be. I describe PCs as being like wolverines, except that goal one is destroy anything you can to prevent the NPCs from using it, and goal two is get whatever they can use. So, so many doors, portcullises, ladders, entrances, exits, tools, puzzles, and re-useable items in the dungeon have been pillaged for loot (rarely) and destroyed so the (fill in name of group NPCs) can't use it/lock it/block it/come around behind us/come out of the dungeon/sell it/whatever. I once ran an arch villain in a campaign whose attitude was "don't break anything you might need later" so he didn't stomp the PCs just in case he needed them, tried to keep allies (and even useful enemies) alive, etc. That was a fun exercise, highly recommended.
- Oh, and it's tax day in the US, but not in Felltower, because everything looted under Felltower is tax-free. Because paying taxes in game is very, very old school AD&D, and also very, very annoying to deal with. So I made up a way to not do it.
Fun session.
A way to avoid the "loot tax"? Please elaborate.
ReplyDeleteI hate bookkeeping, even player side, because it always comes back to me to check it and I don't want to.
The in-game explanation is that Felltower was declared to be outside the bounds of most law and outside the territory of the kingdom where Sterickburg lies. So any actions taken in Felltower aren't subject to legal repercussions. Thus that means while you might get taxed on certain income within the city or the kingdom, what you take from the dungeon is yours free and clear.
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