Skip to main content

Demoing Numenera

I GMed my first Numenera game last night as a demo at our FLGS.  Unfortunately, with the short bit of advertising I did in advance of it, we only got one other player in addition to my two daughters.  The recipe was simple, build characters and play the first adventure in the book.

I helped each of the players through understanding the rules, and helped them learn how to build a character.  Character creation always takes too long, especially when there aren't lots of copies o the material.  I only had a hard copy of the player's guide and the core book.  The core book, as a limited edition, doesn't leave my hands.

Two glaives and a jack formed the party.  My daughters tried to incorporate the PC hooks; the third player ignored them.  Oh well.  I could tell he was uncomfortable with two teenage girls playing.

We got underway.  I felt a bit leading as I set up the scenario.  The first monster attacked them on the path.  We barely got through that and the third player had to leave, so we shut down and left.

It wasn't a glorious test that I had hoped for, but I got some experience with character creation and GMing just a smidge.  My GM screen was covered in notes by the end of the session, so that was good for next time.

Lesson Reinforced:  Good players make for a good game.  Gather a good player group first by advertising well in advance.

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta...

Pathfinder without Armor Check Penalty: Avoiding Nude PCs

I like Pathfinder without Armor Check Penalty and here's why.  From the PRD: Armor Check Penalty : Any armor heavier than leather, as well as any shield, applies an armor check penalty to all Dexterity- and Strength-based skill checks. A character's encumbrance may also incur an armor check penalty. Armor check penalty is a big problem in Pathfinder.  It affects a number of critical skills: Acrobatics Climb Disable Device Escape Artist Fly Sleight of Hand Stealth Swim Clearly some of these seem relevantly affected, but what about disable device?  I can't move lockpicks because I am wearing armor?  That seems odd.  If I were to include ACP, which I currently don't foresee, I think I would limit it to affecting only Acrobatics, Escape Artist, Sleight of Hand, and Swim.  These seem reasonable... more reasonable than the full list.  Unfortunately, my experience with ACP is that is leads to unnecessarily ridiculous scenarios: Hmmm... ...

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry th...