Message:New game started of an Indiana Jones style adventure of exploration on the mighty rivers of the Victorian Era. The mechanics are okay, a but harsh. Clunky on my end. I will simplify. There were too many +1 and -1 modifiers. These will come more instinctively, smoother in play but does beg the question of whether it needs that extra clutter.
For your character Stats, you don’t want too high; you don’t ever want low. Actually, we spent too much time worrying over Overconfidence (Stat 8+). Which means rolling a D12 rather than a D8. In truth, to roll a D8 for a three is bad. To roll a D12 for a nine (or less) is better. Plus, that nine Stat will carry forward to next Inherited Role you play.
More to discover.
The group rolled characters. Everyone staggered into the game and that caused some delay, repeating the same info. We all forgot how to add dice. Next we went about the Irrawaddy backstory and collected gear and clues. That worked okay, though our rolls were epically terrible dice. We had several repeats as people failed more than a few gimmies. Four people were wounded almost impossibly from bad dice. It happens. I have too many randomly generating Reward objects, which makes more work for me. I will pre-make a list to just toss out.
We finished Backstory and had Kool Gear. The campaign has three rivers, each with three parts: Backstory, Event Encounters and Climax map crawl.
Events start with the players selecting one of twenty encounters. The order the Encounters are taken has influence. All have a criteria of Good Before X, Bad After Y. IronPax said he can’t ever figure out the logic, so he just did Event A, and IronMorrison followed suit with Event B. That would be starting the adventure w/ first Alpha Predators (A) and then the Bald Faced Menace (B).
Two players doubled wounds and died. Both took it badly. Was very Chivalry and Sorcery to roll a character and then just perish. Well, you could have mixed those early encounters up as less serious. Then IronSquires takes Depravation (D). At least IronDave selected Riches (J) and IronJohn Rival for Honor (L) as minor respites.
There was a brief discussion of how many Raiders movies there actually were. Some said three, others five. I liked them all for what they were. Third was best.
Each Event has five results, one for each Stat. One is Avoid Wound, one is End Event. Two gain bonus to those rolls, and last one is random, mostly Treasure. The logic befuddles all except IronSquires, who seems astute at selecting which Stat is best to use for resolving the Event. “Talk to the natives and get them to help us cart away the ivory!” When I asked the other players what my character would do, I was told to Avoid Death. I took two wounds. So it’s going to be that kind of experience.
Does give me an idea? Maybe instead of guessing, all players must perform the six rolls in order. Safety Until fail. Bonus until Fail. Wildcard. Alternate avoid Death and Resolve until complete? No, I want them to think, pick and roll. Thinking is good? Tough decision, maybe not.
Fifteen more encounters to follow. I still did not roll for Doomed Pulp Destiny (2D6), Forbidden Chamber (for dangerous Rewards) and Every Man for Himself disaster. This now feels like Q&D without the streamlined set Difficulty and one Outcome. That may not be good.
I will endeavor to simplify my own notes to make what is happening clearer. I may just run it more broadly with prompted choices, and less player descriptions.
Pondering on the tree of woe.
Yours,
IronRed
14-Dec-2025