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Chebucto Regional Softball Club

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A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

Defenders of the Wild Almanac?

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    wrote on last edited by
    #1
    https://www.allplay.com/board-games/the-defenders-almanac/ > An extensive illustrated guidebook to the besieged lands of the Commonwood and a rules-light tabletop roleplaying game for collaboratively telling short stories of animal resistance to the machine invasion ~ from T.L. Simons, creator of Defenders of the Wild and Bloc by Bloc with fantasy author Margaret Killjoy, game designer Henry Audubon, illustrator Meg Lemieur, and writer Patricia Noonan Anyone played it? Got any tips? I realise it's pretty recent, so maybe not.. I'm about to start a session with a new gaming group (of old friends). I'm new to DMing and TTRPGs in general (have played one session of pathfinder), two of my 4 players have a fair bit of experience playing and DMing. I realise this is way more rules-light than pathfinder, though that's probably not saying much - it also seems a fair bit lighter even than some PbtA based games I've looked at.. General advice for DMing rulse-light RPGs also welcome πŸ™‚
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      https://www.allplay.com/board-games/the-defenders-almanac/ > An extensive illustrated guidebook to the besieged lands of the Commonwood and a rules-light tabletop roleplaying game for collaboratively telling short stories of animal resistance to the machine invasion ~ from T.L. Simons, creator of Defenders of the Wild and Bloc by Bloc with fantasy author Margaret Killjoy, game designer Henry Audubon, illustrator Meg Lemieur, and writer Patricia Noonan Anyone played it? Got any tips? I realise it's pretty recent, so maybe not.. I'm about to start a session with a new gaming group (of old friends). I'm new to DMing and TTRPGs in general (have played one session of pathfinder), two of my 4 players have a fair bit of experience playing and DMing. I realise this is way more rules-light than pathfinder, though that's probably not saying much - it also seems a fair bit lighter even than some PbtA based games I've looked at.. General advice for DMing rulse-light RPGs also welcome πŸ™‚
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      wrote last edited by
      #2
      Things I'm finding so far: - The world/history is good, dense and well described, fairly convincing - The mech invasion is (intentionally) shrouded in confusion, which I guess is good in that you can choose how it came about as you go - this potentially makes for a 3-4 mission game (3-5 sessions per mission), where the final mission defeats the mechs (or not?) - The game is SUPER rules light. Very few mechanics, combat is very simple. - Could probably do with an extra mechanic or two to foster player interaction, but maybe we're not using the support mechanic to it's fullest extent. - Some of the skills are not that obviously useful (e.g. Academics and Ecology), but perhaps I need more experience here. - Guidance on how to GM well, or how to build missions is super sparse. So perhaps a game better suited to a GM with lots of pre-existing story-focused TTRPG experience.
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        https://www.allplay.com/board-games/the-defenders-almanac/ > An extensive illustrated guidebook to the besieged lands of the Commonwood and a rules-light tabletop roleplaying game for collaboratively telling short stories of animal resistance to the machine invasion ~ from T.L. Simons, creator of Defenders of the Wild and Bloc by Bloc with fantasy author Margaret Killjoy, game designer Henry Audubon, illustrator Meg Lemieur, and writer Patricia Noonan Anyone played it? Got any tips? I realise it's pretty recent, so maybe not.. I'm about to start a session with a new gaming group (of old friends). I'm new to DMing and TTRPGs in general (have played one session of pathfinder), two of my 4 players have a fair bit of experience playing and DMing. I realise this is way more rules-light than pathfinder, though that's probably not saying much - it also seems a fair bit lighter even than some PbtA based games I've looked at.. General advice for DMing rulse-light RPGs also welcome πŸ™‚
        Pteryx the Puzzle SecretaryP This user is from outside of this forum
        Pteryx the Puzzle SecretaryP This user is from outside of this forum
        Pteryx the Puzzle Secretary
        wrote last edited by
        #3

        I have never played nor read this game, but the moment I heard about it I was struck with how it was clearly inspired by a specific cartoon from the early 90s which I'd hoped would eventually see inspired-by, serial-number-filed knockoffs: the ABC Saturday morning version of Sonic the Hedgehog. If you're not familiar with "the SatAM", looking into it might help you make some connections (it's obvious to me what an Ecology skill would be good for in a SatAM game, for instance).

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        • Pteryx the Puzzle SecretaryP Pteryx the Puzzle Secretary

          I have never played nor read this game, but the moment I heard about it I was struck with how it was clearly inspired by a specific cartoon from the early 90s which I'd hoped would eventually see inspired-by, serial-number-filed knockoffs: the ABC Saturday morning version of Sonic the Hedgehog. If you're not familiar with "the SatAM", looking into it might help you make some connections (it's obvious to me what an Ecology skill would be good for in a SatAM game, for instance).

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          wrote last edited by
          #4
          > it’s obvious to me what an Ecology skill would be good for in a SatAM game Interesting! I looked up the show, and I can see the thematic overlap, but not obviously how to make use of it. Are you thinking something like using wild animals to help in battles? Or something else? There are some abilities that are related (e.g. critter familiars, foraging for potion ingredients), so perhaps I just need to give players more opportunities to play with those. The academics skill seems a bit less useful
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            > it’s obvious to me what an Ecology skill would be good for in a SatAM game Interesting! I looked up the show, and I can see the thematic overlap, but not obviously how to make use of it. Are you thinking something like using wild animals to help in battles? Or something else? There are some abilities that are related (e.g. critter familiars, foraging for potion ingredients), so perhaps I just need to give players more opportunities to play with those. The academics skill seems a bit less useful
            Pteryx the Puzzle SecretaryP This user is from outside of this forum
            Pteryx the Puzzle SecretaryP This user is from outside of this forum
            Pteryx the Puzzle Secretary
            wrote last edited by
            #5

            I'm thinking Ecology would likely be very useful for helping to restore areas damaged by the machine revolution -- the worse the damage, the harder the job. Maybe one easy roll to replant after a clearcut, a whole adventure to restore a mechanized town.

            As for Academics... the use of that sort of skill in TTRPGs in general is often to enable exposition and determine how extensive that exposition is. (Basically look at how Sally's handheld computer Nicole is used.)

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            • Pteryx the Puzzle SecretaryP Pteryx the Puzzle Secretary

              I'm thinking Ecology would likely be very useful for helping to restore areas damaged by the machine revolution -- the worse the damage, the harder the job. Maybe one easy roll to replant after a clearcut, a whole adventure to restore a mechanized town.

              As for Academics... the use of that sort of skill in TTRPGs in general is often to enable exposition and determine how extensive that exposition is. (Basically look at how Sally's handheld computer Nicole is used.)

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              wrote last edited by
              #6
              Yeah, cool. Makes sense. I think I just need to play a bunch more in order to start being able to see how to use those in the context of a mission story arc
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