I realized going into our second Ravenloft session that my players were afraid of the room where they had elected to take an extended rest.
Inducing generalized paranoia is a great achievement for a DM. Witness the famed horror of the gazebo.
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I realized going into our second Ravenloft session that my players were afraid of the room where they had elected to take an extended rest.
Inducing generalized paranoia is a great achievement for a DM. Witness the famed horror of the gazebo.
Yeah, if you've got your players scared of inanimate objects, you're doing your job right.
The ranger actually removed all the taxidermized animals from the room 'just in case'. I rolled a D20 a few times just to freak them out before I told them nothing happened in the night.
Ah, the random die roll of taunting.
Yes. Nothing like responding to a player action by rolling a die and then pretending to either look something up or write something down before saying. "Okay."
I gave up on Blindspot about 5 episodes in because the main characters were boring me (even though I loved Jaime Alexander as Sif) but they dropped a nice D&D/Critical Role reference recently: [link]
RftG
Ok! I have everyone's choices to start the game. Should we have a starting summary? Of course we should! Here it is:
Round 0
Goals
Research Leader - Most Explore Powers
Largest Industry - Most Blue/Brown Worlds
Galactic Standard of Living - First to 5 VPs
Expansion Leader - First to 8 cards in layout
System Diversity - First to have a world of each colour
Budget Surplus - First to discard at round end
Connie Neil
Layout
Rebel Cantina (Non-Military World)
Cards in Hand:
4
Military Strength:
0
Victory Points:
0
Layout Value:
0
6-Cost Developments:
0
Goals:
0
Ryan
Layout
Ancient Race (Non-Military Green Windfall World) + good
Cards in Hand:
3
Military Strength:
0
Victory Points:
0
Layout Value:
1
6-Cost Developments:
0
Goals:
0
omnis
Layout
Earth's Lost Colony (Non-Military Blue Production World)
Cards in Hand:
4
Military Strength:
0
Victory Points:
0
Layout Value:
1
6-Cost Developments:
0
Goals:
0
Laga
Layout
Separatist Colony (Non-Military World)
Cards in Hand:
4
Military Strength:
1
Victory Points:
0
Layout Value:
1
6-Cost Developments:
0
Goals:
0
chrismg
Layout
New Sparta (Military World)
Cards in Hand:
4
Military Strength:
2
Victory Points:
0
Layout Value:
1
6-Cost Developments:
0
Goals:
0
VP Pool: 60
RftG
And here we go with opening orders.
Connie Neil: Phase II - Develop
Ryan: Phase IV ($) - Consume (Trade)
omnis: Phase II - Develop
Laga: Phase II - Develop
chrismg: Phase III - Settle
Whole lot of activity this turn. Phase II (Develop) is up first, being the choice of a majority of players.
Connie plays Space Mercenaries. This development gives her +1 military strength, and in any given Phase III, she can discard up to 2 cards from her hand for another +1 strength per card.
Ryan passes. His time will come.
omnis plays Public Works. This gives him 1 card draw whenever he plays a subsequent development, and it also lets him consume 1 good for 1 VP.
Laga plays Rebel Pact. This card doesn't let her play military cards as non-military; but if she has that power from another card (as she did last game, with Contact Specialist), Rebel Pact gives -2 cost when using it. It also has the new Explore power. Whenever she explores now, she will draw cards and add them to her hand before choosing discards from the entire hand.
chrismg passes.
RftG
For Phase III (Settle), Ryan, omnis and Laga all pass.
Connie uses her new +1 strength to play Runaway Robots. This 1-strength military world is a Brown windfall world. Whenever she produces on it in Phase V, she draws 1 card.
chrismg plays Star Nomad Lair. Also a 1-strength military world (covered by his starting world, New Sparta), it's a Blue windfall world. It gives him +1card draw when exploring, and +1 card when trading a good from SNL. He then draws 1 card for choosing this phase.
RftG
Finally, there's Phase IV (Consume), which is very simple. omnis and Laga have no goods. Connie and chrismg have a good on their new windfall worlds, but no Consume powers.
That leaves Ryan, who chose this phase. He trades his starting Green good on Ancient Race for 4 cards.
And that concludes Round 1! Time to turn around and do it all again. Everyone, please send me your choice of action card for Round 2.