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Topics - Frail

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General Earwa / Skin Spy Senses
« on: July 01, 2017, 12:55:42 am »
When Kellhus is studying the-thing-called-Sarcellus in TWP it brought up a question that I don't think is answered in the books. Kellhus can see skin spies almost immediately because they have no face, and he can notice the false expressions given out by the creatures, but as far as I know he cannot smell the difference as Aurang does when he finds the previous skin spy Sarcellus at Mengedda.

So how do other skin spies tell apart one another from men? I know the captured one during TTT screams in a high pitched voice that "only rats can hear" but I would be curious how long it would take a skin spy to find his brother in a crowd of people.

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RPG Discussion / The Vulgar Holy War: tabletop prototype
« on: March 02, 2017, 02:02:54 am »
I have spent a year and a half creating this prototype. It’s developed into somewhat of a mix between “Settlers” and “Axis and Allies.” The goal was to make a tournament style game, something that could be played at a competitive level. I also wanted enough random and organic elements to create high risk and reward situations. All of the pieces are handmade, the board itself has gone through 4 different versions, even a non symmetrical one.


The Vulgar Holy War (working title)
2-3 Players. Turn-based tabletop game. Players collect resources by claiming land or cities. Victory goes to the player who owns four cities by religion. Players balance the line between having a strong army or economy.

Main mechanics:
1. Peace or War?
     a.   The way players plan their strategies to a large extent comes down to whether the season is in peacetime or during wartime. If it’s during peace, players can move freely across the map where there is Empire soldiers.

2. World Events
     a.   At the start of every turn a new World Event card is revealed. If the card is not an elemental card, players can auction to see who can use the card.

3. Tactic Cards
     a.   Head on battles between players usually give a defenders advantage. Tactic cards however, turn the advantage to the attackers. Each flanking force into the defenders land, grants the attacker 1 tactic card. (Attacking from four lands into one gives 3 tactic cards.)

I would love to hear feedback if you see an area of improvement. I am satisfied with the game in terms of stats and balance, but it is not at a Kickstarter level. I would also be happy send over the PDF’s of the board as well as the sheets and rules, if anyone would like to help test the prototype. A first time playthrough takes most people around 2-3 hours, but with experienced players it rarely crosses the hour mark. I even have a spare set of clay pieces, but that would be an expensive shipment, (unless of course, Bakker is reading this and demands the original set.)



I could even do a video playthrough demonstration in the near future. My end vision for this would have each player be a different religion, the green pieces would reflect an Inrithi aesthetic, while red would be Fanim... and blue, Skylvendi.

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General Earwa / Mimara's Father?
« on: August 04, 2016, 03:27:33 am »
Ok seriously, I've now read all six books and this keeps coming up in conversations. Have I missed something?

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