Why You Should Be Playing: The T'reo School of Martial Magic

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  • Опубликовано: 16 сен 2024
  • Get the T'Reo School of Martial Magic --- bit.ly/3VNx5Rq

Комментарии • 10

  • @mrgunn2726
    @mrgunn2726 Год назад +1

    Interesting, thanks for sharing Jim.

  • @jeremyrice3719
    @jeremyrice3719 Год назад +3

    Sounds very well done. The problem is that my plan is to run a very low magic game where wizards are a rarity and the magic is more in the form of magic items.

  • @colinspeirs
    @colinspeirs Год назад +1

    As to books of non-combat encounters, there are books like the CITIES series and the old JG books like Cithy State of the Invincible Overlord that do such things
    Always a useful idea

  • @santiagojuarez4388
    @santiagojuarez4388 Год назад +3

    Hey I just subscribed after finishing your Fantasy Trip tutorial series, awesome stuff! Thank you for taking your time for doing all this. I'm planning on running a couple of games with it for my table and see if it sits well with all of us for our next campaign... One quick question, though, how would you say Fantasy Trip runs for a table of 6 to 7 people (including GM)?

    • @CastleArchon
      @CastleArchon  Год назад +1

      It runs great! Even better because they can protect themselves more when they get hurt (which WILL happen). Defiantly tell them this is a harsher campaign style and PCs don't always make it. (another reason why having so many players is good). Make sure they have 2-3 characters made in advance without too much though of backstory put into them. SURVIVORS get backstory as the game progresses. As a GM, it's a lot of fun because you can finally let the dice fall where they may (without being purposefully ruthless)!

    • @CastleArchon
      @CastleArchon  Год назад +2

      and yes...i mean 2-3 characters for all 6-7 players!!!

    • @CastleArchon
      @CastleArchon  Год назад +1

      I highly suggest playing Death Test with them. It is a great introduction to differences in types of situations of tactical combat. It is normally made for 4 PCs, but 7 would increase their chances of survival. I would also keep them at 32 points for the first attempt and if they all die, run it again, giving them 1-2 extra points. (I'd roll randomly for it...d6...1-4 gets 1 extra point, 5-6 gets 2).

    • @santiagojuarez4388
      @santiagojuarez4388 Год назад

      @@CastleArchon Great! Our main campaign was in D&D 5e, but I did get to run Classic Traveller and B/X a couple of times with them. Fantasy Trip seems pretty lethal, so setting expectations upfront and a couple of games before the campaign starts should do the trick! Do you have any module recommendations for Fantasy Trip first timers? Also, thank you for answering so fast, I'm really enjoying your channel.

    • @CastleArchon
      @CastleArchon  Год назад

      @@santiagojuarez4388 Like I mentioned, Death Test. I DO have two adventures I have created for free that you can get on DriveThruRPG. I worked on them very hard and some of my playtesters worked for SJG! After that, maybe some of the programmed adventures from Gaming Ballistic until you think you are all ready to go open-ended. Then anything goes. But that should start you off. links for my adventures are in the [more] section below.
      www.drivethrurpg.com/product/410167/Sorcerers-at-Smokewater?term=sorcerers+at+smokewate
      www.drivethrurpg.com/product/411388/Awakening-the-Ogre

  • @mrgunn2726
    @mrgunn2726 Год назад +1

    BTW my favorite is the Oreo School of Milk & Cookies!