Just came back from GMing my second Rhapsody of Blood-session. BOY did we have fun.

Just came back from GMing my second Rhapsody of Blood-session. BOY did we have fun.

Just came back from GMing my second Rhapsody of Blood-session. BOY did we have fun.

One of the founders from session 0/1 is the new Regent and one of the characters is his grandson. It’s 1480 and we’re in Firenze, Italy. They just offed the first Acolyte Contessa Farnese (who was turned into a Maenad by the dark forces).

A few questions did appear though.

The Contessas minions was the Satyrs that drove her Eternal Carousal. One of their moves was “Pull others into revelry with illusions and tricks” so I did that as a soft move on the Reckoner.

When he said “I try to resist his illusions by concentrating on why we’re here” and we noticed that didn’t trigger any move. So he said, “I try to punch it out” but he was at a -1 in Iron so that was not probably something his character would do, then he changed it to “I try to maneuver away from him” to trigger Flow Like Water” and rolled for a full hit. So:

1. Am I missing something in the fiction here? Or is the only reaction to dangers to run away from them or to hit them due to Flow Like Water being the only “DO SOMETHING UNDER FIRE/DEFY DANGER”-move?

(Then he said “what’s the difference between ‘You’re somewhere you need to be’ and ‘Another explorer has a clear path to you’? I mean am I not somewhere I need to be if another character has a clear path to me?” Then we noticed that all stats have one exploration move except Mercury that has two.)

2. When they fought the Acolyte the players wondered if Openings are personal or shared in the group. (here we also noticed a lack of Defy Danger when a player tried to wrestle out of the Contessas iron vice grip by pulling her fingers apart)

3. What’s stopping the players from just going straight to the Regent? Why would they fight through the acolytes if there is no acolyte powering the regent?

Has anyone made move playsheets for Primal Pathways?

Has anyone made move playsheets for Primal Pathways?

Has anyone made move playsheets for Primal Pathways? I can only find the playbooks in my DrivethruRPG-download. My players are going to get extremly confused about the whole Lore/Legend-stuff if we play with the Legacy sheets.

Just finished my first session of Rhapsody of Blood at the table with a couple of friends.

Just finished my first session of Rhapsody of Blood at the table with a couple of friends.

Just finished my first session of Rhapsody of Blood at the table with a couple of friends.

I love the way the playbooks created this palpable world around us, it was great!

I just have a couple of questions.

1. When it comes to defensive quality reactions like:

”deflect a blow” – it feels wierd to triggee that. On a 6- it’s kind of already established that the blow probably does not connect. Using it at any other time feels like misusing golden opportunities.

2. Do we use the exploration moves even in battles with acolytes and regents?

I was thinking of trying my hand on GMing Primal Pathways in a play-by-chat over at https://www.rolegate.com/.

I was thinking of trying my hand on GMing Primal Pathways in a play-by-chat over at https://www.rolegate.com/.

I was thinking of trying my hand on GMing Primal Pathways in a play-by-chat over at https://www.rolegate.com/.

I have decent experience in GMing at a table, but this would be my first try doing it online.

Just checking if we have any interested players here who are familiar with the rules already who’d care to join.

https://www.rolegate.com/

I’m sorry if this question has been asked before.

I’m sorry if this question has been asked before.

I’m sorry if this question has been asked before.

I’m a fairly comfortable PbtA-GM, I’ve been GMing different PbtA-games for the better part of a year and a few other games before that, and I’ve realized that there is something that I’m always struggling with… The length of quests, missions and mysteries.

I sometimes let the players do a quick heist, maybe a two-roll kind of setup where they steal something valuable and other times I drag them through a lengthy dungeon/murder mystery without really rewarding them with information/flavor/loot/XP in any significant way.

In the games we are about to play the fiction is more based around “missions” rather than a flow of story and I’m a bit worried that I’ll either make the missions too granular in actions or too loose and easy.

How do you go about to balance risk/reward for the players? What do they have to accomplish to get that “Surplus: Medicine”/Sword of May Eyes/Established Matrix Overwatch/Apocalyptic MotoKhans head on a pike?

What is a resonable amount of effort?

I reallyreallyreally want to play Mage the Awakening (World of Darkness).

I reallyreallyreally want to play Mage the Awakening (World of Darkness).

I reallyreallyreally want to play Mage the Awakening (World of Darkness). But my players had trouble learning the rules even for the Mortals line.

Now I`m searching for a PbtA-game that could simulate this game closely (magic is powerful, but corrupts).

Sean Hess made an amazing playbook for Urban Shadows https://plus.google.com/105412788272878650505/posts/gM8F9YrQNLr

But I was wondering if you guys knew if any other system. Cheers!