I was a day late writing this week's diary and then it was Thanksgiving, so I thought I'd hold off a day and publish it tomorrow. It's a good one though - starting a walkthrough of an adventure test I'm doing.
Ditto. It might be time to revisit the topic of drawbacks. I see the two new drawbacks both have the return to hand icon. Nasty! I also see that Vulnerable is a black card but Slowed is an orange card. Vulnerable has an "ordinary" paper header while Slowed has the "negative" black header. Significant? I also can't help but wonder what Vulnerable does that's not in the diary. It's easy enough to see that the star icon is for "makes you take more damage whenever you get hit" -- a reaction that works the opposite of Armor. But what about those two blank boxes for a regular play effect?
Having a working series of adventures and all the deck-building resources complete is a pretty big deal. In particular it's a big step towards a viable beta. Though, I guess you still need to set up some sort of account management system and legal non-disclosure stuff and distribution servers and feedback mechanisms/management systems and ugh... ok, maybe it's a little step then.
I think this is also the first confirmation we've had that we can do more with equipment found in adventures than simply add them to our collection. That items can be bought and sold at shops is a nice addition. I wonder if shop gear is distinct from adventure gear.
Hey, just 'cause they only have a handful of developers playing doesn't mean they can't have everything set up. Stay positive!
It's a bit of a mess since we've been swapping around the card colors a bit lately, but Slowed has a black title bar because it's considered to be an actual drawback card. Vulnerable is a bad card but, as you noticed, you can actually play it and then it replaces itself in your hand. So, net, it's considered to be an ordinary card with a paper colored title bar. I still have to explain how cards like Vulnerable work which I will do in a diary soon.
"Shop gear" is identical to stuff you find while adventuring. It's typical of RPGs in that you'll never find the super-rare stuff in shops but it is an opportunity to sell the stuff you don't want and use that cash to buy a specific thing rather than just hunting around in the dungeons hoping one turns up.
This has been bubbling around inside me since I first read about this adventure. Since I don't know whether there is any larger context to the Baroness's illness, I reacted a bit skeptically to the overt enthusiasm of the mission statement. So many RPGs invoke shades of moral grey that the directness here is (not necessarily in a bad way) simple -- and, to a jaded player, suspicious. I am not by any means some sort of nature-freaky, tree-hugging, pollen-snorting druid. I've fought enough fights to see their so-called "neutrality" is an oh-so-pious front to impose the Green Tights agenda on everyone else. But I don't for a minute think that the high-and-mighty "nobles" are any better. You can fill a hat with nobility and it'll still fit on any old swelled head. Just who is this Baroness, and why should it matter to me or anyone if she lives or dies? You call the Forest King "malevolent" and expect me to stroll in and murder him; I ask, how would you react if a talking spruce asked for your beating heart and said "pretty please?" The gods may be real -- I've never been hurt by a prayer or two on the eve of battle -- but why is it that men always try to play at being one? She must live and so the tree must die, and for what? Love? Call me a cynic if you wish, but no captain has ever paid my wage and told me to go fight for the greater wrong of humanity. You say the Baron is a great man, his wife a model of virtuous womanhood? I've seen greatness, and I've lived through everything less. Take it from an old campaigner: the truly good ones face their doom squarely. Even if they cringe at the end, they don't squirm away at another soul's expense. Oh, I'll take the Baron's money. I'll get his precious magic heartwood. Just you undertand that your little speech about preservation of social order and the advancement of civilization into the wilderness stinks like mule droppings, except it's less useful to the flies.
Too right. The real question though is: what is the Baron offering to make this worth your while? I suspect it's more than a pile of acorns, which is the most you are likely to get from "King" Oakenshade.
You know what would be a cool card? Pile of Acorns! Use that on your nutty hero (its always a dwarf) who thinks he is larger than life.
I'm not fast enough with Paint to make up a card, but how about: Pile of AcornsType: Movement Reaction, range 3Effect: An opponent in range who plays a move card will slip on the acorns for 1 tile random movement and facing.Flavor Text: "Ch-k! Ch-k! Ch-k!" -- Nutter the Squirrel