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Cake day: June 11th, 2023

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  • In one word: politics.

    More words from here:

    Domain-level play is an old term for giving RPG characters political power in the form of ”domains” they control, be those guilds, corporations, or part or all of a sovereign nation. Historically, Dungeons and Dragons campaigns would eventually see the characters having enough wealth and influence to purchase a stronghold, which would give them not only a base of operations but also a parcel of land to see over. Once the characters were officially nobles in this way, a whole new area of storylines could open up, involving courtly intrigue as well as broader politics. At a default level this would insert characters onto a bigger political stage, but it was both possible and for some palatable to start changing the course of politics in the world in which the game took place.


















  • Apocalypse World, the PbtA origin, uses harm.

    However, in the “message from the designers” it says “moving away from HP and damage dice in favor of conditions”. Both the designers used “conditions” in their previous games (Chasing Adventure, Against the Odds), so I would assume they plan to reuse that.

    From Chasing Adventure:

    Conditions represent wounds, exhaustion, frustration, curses, and more negative effects that afflict a PC as they adventure. They often occur when Moves mention ‘harm’ or ‘blows’, or similar.

    When a PC receives a condition, they choose one of their stats and write down the fictional reason for the condition (the PC chooses both of these). Some especially formidable dangers can inflict multiple conditions at once.

    When a PC makes a roll using a stat that has a condition, that roll has Disadvantage, but also gives them 1 XP after the roll is resolved (see the Level Up Move on Page 16).

    When a PC’s last stat gains a condition, they Crumble. Conditions can be healed when you Settle In, when you use items like Supplies, or through special Moves or abilities. See the Peripheral Moves on Page 16 for more details.

    Example Conditions

    • STR - Weakened, Nauseous
    • DEX - Dizzy, Shaky, Stunned
    • WIS - Confused, Exhausted, Blinded
    • INT - Dazed, Forgetful, Concussed
    • CHA - Scarred, Grumpy

  • We have been in session 5 of a Mausritter campaign.

    Three mice and a hireling ventured beyond the big gate to figure out what happened to the legendary city of Amberfount (actually “Funkenquell” as we play in German). At the end of the last session we just reached the top of the clockwork tower to free Ari (cliche female mouse in distress) and encountered an old techno-necro-mouse with time-magic powers who rules over the swarm of cockroaches we justed passed.

    One of the three heroes managed to flank the evil one and hurt him, while the others where slowed down and then had to defend against roaches coming from behind. The necro-mouse got to give a little bad-guy monologue and fell down the tower like a Disney villain.

    Meanwhile the roaches managed to kill one of the heroes though! With the overlord gone, they accepted a truce and the remaining mice got to carry their dead comrade out. With a ceremonial push-into-the-well that was the end of that character.

    I found it rather hilarious that the GM actually tried to give us opportunities to revive the dead hero. However, we failed all dice rolls and were too skeptical after previous necro-shenanigans. Also, the player was fine with losing his character.

    After some discussion, we decided to try a new meta-rule: If your character dies, you become the GM next session. Let’s see how that will play out. The campaign will take a break over christmas.