The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 02:04:50 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
General Forge Forums
Conventions
(Moderator:
Luke
)
[Hero's Banner] Convention Play
Pages: [
1
]
« previous
next »
Author
Topic: [Hero's Banner] Convention Play (Read 2095 times)
Ben Lehman
Member
Posts: 2094
Blissed
[Hero's Banner] Convention Play
«
on:
December 15, 2006, 06:24:31 PM »
So Hero's Banner is a seriously, seriously excellent game, and not coincidentally it runs the multi-generational political epics that I've always wanted to play. Because of its excellence, I'm planning on running it at Dreamation.
Here's the catch: I think that the awesomest thing about the game is the generational transition that, by the rules, tends to happen between the sessions. A convention session is 4 hours -- about long enough to introduce the game and play one generation. I find this totally insufficient for the magic of the Hero's Banner experience.
So I'm trying to find a way to fit at least two generations into a four hour game session, with rules explanation and such.
I'm considering all of: Partially or completely pre-generated characters, starting characters off with passion, increasing the passion gain rules, minimizing breakdowns, not allowing +10 or +20 die passion checks, and framing multiple characters into the same scene as often as possible.
But I'd like to get suggestions from others who are familiar with the game. The requirements are that the game fit into four hours, have at least two generations, and that the players be allowed to author the bulk of their Hero drive in the second generation.
yrs--
--Ben
Logged
These are our Games
This is my Blog
Larry L.
Member
Posts: 616
aka Miskatonic
Re: [Hero's Banner] Convention Play
«
Reply #1 on:
December 19, 2006, 10:12:49 AM »
Ben, I'm not actually familiar with the game beyond what I've heard from the Durham 3's podcasts, but I thought of some stuff that excited me, so I'll post nonetheless.
So, every player gets a pre-gen. You aggressively frame them into the last scene or two before they have to make their final decision, so the pregens have to come with "The Story So Far" background, including
player
decisions they would have made to get to this point, as well as a quick explanation how this would work in a "normal" game.
Then, you hand out another set of pre-gens -- one for each possible choice made by players. Like if somebody chooses "Love" he plays his own progeny in the next generation, if he chooses "Duty" he gets a young follower that aspires to be like him. Whatever. Again, these come with a concise summary of gameplay leading up to the last couple scenes, because you are again going to frame this generation's last scenes.
The sweet spot for this to be memorable is probably three generations, so you can repeat this process one more time, again resulting in one of two pre-gens for each character.
Downsides are you have to make three or seven thematically coherent pre-gens for
each
player slot, and it very clearly must be presented as a "demo" and not fully representative of regular gameplay.
Logged
Larry
Indie Gamers Minnesota
Tim C Koppang
Member
Posts: 356
Re: [Hero's Banner] Convention Play
«
Reply #2 on:
January 02, 2007, 04:14:41 PM »
Ben,
I think your intuitions are generally correct. My humble suggestion would be to start with pre-generated characters for the first generation and also generally speed up the passion progression. First, ignore the rule that allows players to take less than three passion checks per re-roll. Next, on Breakdowns, keep them but also force the player to make a full series of three passion checks regardless. Finally, double all passion increases. I've found that a typical demo using partially pre-genned characters and normal passion increases (without breakdowns) lasts about 4-5 hours. If you want to get through two generations, then you'll really need to double the speed.
I know doubling sounds drastic, but on the other hand I've also found that players react positively when they know that every single passion roll is potentially devastating. As a hedge, you might also consider ending the game pre-maturally once the majority of players have reached 100 passion or the group arrives at a pre-set time limit. Simply fast-forward the remaining characters to a final scene with their passion at 99 points and let them finish things off with a bang.
For the second generation, I would also have pre-generated characters. However, I'd of course leave the Hero influence blank. Then let all of the players choose a character and plug in their previous character as the Hero. This way they get a taste for the character creation process without slowing down the actual play process. You can always allow other minor tweaks to the pre-generated characters if the situation demands it based on the first half of the session.
Either way, I've found that with only minimal set-up the game lends itself to teaching the rules as you go, which can really save you time.
How does that sound? Please do let me know if there's anything else I can help out with and/or how the session actually plays. I'd love to hear about it.
And of course I also have to apologize for not getting this reply out sooner.
Logged
Tim C Koppang
TCK Roleplaying
|
Hero's Banner
Tim C Koppang
Member
Posts: 356
Re: [Hero's Banner] Convention Play
«
Reply #3 on:
February 04, 2007, 10:32:44 AM »
Thought I'd let everyone know that I've finished a Demo Pack for Hero's Banner using my convention experiences and also some of the suggestions from this thread. For anyone interested, you can download it off of my website.
http://tckroleplaying.com/herosbanner/downloads/hbdemo.html
Also, it contains some sample characters, sample influences, and sample scenes for anyone interested in giving the game a try. I'd love to hear your feedback.
Logged
Tim C Koppang
TCK Roleplaying
|
Hero's Banner
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum