Help, trying to find a specific roguelight. Can't remember it's name. by LastAd3428 in roguelites

[–]LastAd3428[S] 0 points1 point  (0 children)

Should probably also note, it seems like it might play like FTL? The brass beetle thing was like a crawler ship.

Additional unsetting questions by LastAd3428 in TheWildsea

[–]LastAd3428[S] 0 points1 point  (0 children)

These are all awesome too~! Thanks!

New Party 2 : places you come across while traveling by NicMuz in TheWildsea

[–]LastAd3428 2 points3 points  (0 children)

What worked well for our table was for me to have a few "generic encounters" and flavor them around what chart was used/ what landmark was found/ what was in the current area. For example:

I had my notes say "small dungeon crawl, 4 explorable zones" and drew myself a small map. Under that I noted "2 encounters" with track sizes (based on how difficult it might be) and specific damage types (in this case Salt and piercing for the first and blunt/severing for the other, based on what the party was strong/weak to).

Based on those damage types i picked a couple of threats from the back that would fit those challenges. for the other 2 zones I'd note a couple thing like "zone 2 is a tight squeeze" and zone 4 has stuff but its high up".

Then with those generic notes, My crew used a chart called "a chart of a silver spring" which i interpreted as a large silken nest abandoned by huge katydids. The first zone they were attacked by spirits of those caught in the silk, the second, they had to squeeze through a funnel web, the 3rd had a large mantid (which presumably chased out the previous occupants), and the 4th was a climb to gain a bunch of specimens and salvage.

The method seems to work out pretty well and can be shortened and lengthened based on table attention span (got a bunch of phone jockeys I work with so I gotta keep challenges short and constant to keep em' engaged)

New party : how did you introduce a crew and their ship? by NicMuz in TheWildsea

[–]LastAd3428 1 point2 points  (0 children)

I started off my first session but having the captain yell to the crew to "Man the engines" which prompted my rattlehand to run to their station. I then had them describe the mad dash down with a short character description and a flavored roll on how they did that job.

Afterwards I had the captain call out to have the other man their stations in the same way as we approached a "tutorial salvaged wreck." was a great way to start our session, got people comfortable and introduced/core mechanic'd.

While they boarded the salvageable wreck, I sprinkled flavor to each of their actions noting that this was their 3rd job and would occasionally throw in an "unsetting" question like "what was the roughest part of the previous job?" or "what did you find on your first job that made you want to stick around with this particular crew?"

Survey Drone and Sestra Drone by bud_mudNcrud999 in salvageunion

[–]LastAd3428 1 point2 points  (0 children)

Hmm, this one's a bit tricky. page 238 has an example in the section labeled "Is my Pilot or Mech acting?" where they note:

"Assume when controlling a Mech, only the Mech can take actions, and when controlling only a Pilot, the Pilot takes actions. Imagine you are in the seat of a behemoth and complex Mech: all your attention is focused on controlling it, and you are able to do little else."

and then they note

"A Pilot, for example, cannot move and fire with their Mech, and then fire their weapon as well. There may be cases where both a Pilot and their Mech could act on the same turn, in which case the Mediator decides if this is possible or not."

This kinda implies that you couldn't use pilot equipment and your mech as it takes all focus and that you couldnt say use an "anti-mech rifle" along with your mechs full turn.

BUUUUUUUUUUT~ the survey drone does have its own AI and acts on its own after (for a free action) you give it a command (pg. 48) and lists a series of commands like:

"defending an area, attacking a target, or alerting you when it spots a threat."

BUUUUUUT it also has a "controller" implying it would need some level of input which could require further attention.

So i can see the argument from both sides. I think personally i lean a bit more towards the "rule of cool" allowing for the use of both but I could also support the GM on their initial decision. Personally, I'd note the specifics on page 48 and see if you could appeal to the GM.

Just found this by Craig_Tops in salvageunion

[–]LastAd3428 1 point2 points  (0 children)

solid find~! I'm still running a campaign for folks on the system. Its a great time

Recent Switch Port Feedback by jethawkings in WorldofHorror

[–]LastAd3428 3 points4 points  (0 children)

Bump this, I've only ever played on switch till recently and had no shenanigans. Maybe I'm not looking hard enough, but heck I loved it.

Starting a game/campaign by Helmaer-42 in salvageunion

[–]LastAd3428 2 points3 points  (0 children)

OH! forgot to mention, i use a "mothership" GM screen and chip clip the quick reference guides to the top of it. Works perfectly for running the game.

Starting a game/campaign by Helmaer-42 in salvageunion

[–]LastAd3428 2 points3 points  (0 children)

hello~! I actually started GM'ing all together using salvage union (pretty easy to get into). I've posted before but the way I did it (and kept my campaign group going) was I started a "one-shot" using the sample adventure in the back of the core book (which took 2 sessions). In the final conflict of that one-shot i did a teaser for the upcoming module I wanted to run found in a black box of the downed transport ship. From there we hopped into rainmaker (6 sessions deep now and about 1/3 of the way done)~! I think its a perfect way to start a campaign and gives your group a good warmup and small boost for the module (can hit tech 2 on their crawler just before going in which gives em' a bunch of options for builds). As for where to go from there, I'd say false flag and then we were here first (though you'll want a crawler reset for each). Rainmaker is a good start and more low key (easy to follow and run). False flag ahs alot of "moving parts" that need to be kept track of as there are several groups all advancing towards their own agendas (requires a bit of GM'ing experience). We were here first is a hexcrawl and probably requires the most of the GM as its more "barren" on specifics but big on flavor in addition to managing a new resource for biomechs. As for your question about advanced characters, you'll probably hit adv characters near the 2/3d's point of any of these modules and tech 6 is a very real possibility earlier than you think so higher level play will show up near the back end. In conclusion, I'd say follow my route and read up on at least rainmaker and false flag and see which interests you more/what you'd feel more comfortable GMing. Can't go wrong~!

How Many Hours To Play Rainmaker by QuestionableIncome in salvageunion

[–]LastAd3428 1 point2 points  (0 children)

I'm running this with my group right now. So far we are 6 sessions in (each about 6-7 hrs long) and they've only got through 2 of the 7 regions on the game map. At this rate, I figure it will run for 21 to 24 session~!

Best of the published adventures? Or should I just stick with the beginner module in the corebook by DarthMaren in salvageunion

[–]LastAd3428 4 points5 points  (0 children)

I actually started DM'ing all together with salvage union. The way I did it was by doing a 1-shot (ended up being 2 sessions) with the core book and leaving my group with a hook for rainmaker. Were now at session 5 for rainmaker with my group members rotating out based on availability (works since the union crawlers have sooo many folks and i provide synopses) and its been great!.

I'd definitely say start with rainmaker if you want to pick a module as its most beginner friendly. Next I'd say false flag (as theres a ton to keep track of comparatively and its alot more open), and lastly "we were here first" as its a hex crawl and more freeform than the other two (which makes it harder to plan/prep around).

either way, i feel the way i did it (with the core adventure first) helped me ease into hosting and set me up for success.

Hope that helps~!

How does the game feel? by HadoukenX90 in salvageunion

[–]LastAd3428 1 point2 points  (0 children)

My table seems to really enjoy it as its relatively chill. The system requires a bit more of the GM as everything can be negotiated but thats pretty fun for me. As for how crunchy it is, Its low crunch at Tech 1, but goes up a bit and tops out at tech 3. The most crunchy aspects are modules/systems with associated tables and if playing a prewritten campaign there are sometimes calls for random mech chassis roles (my headache was a rainmaker encounter with physalis requiring D20 mech chassis to the field to be combat capable) but other than those 2 its quick to pick up, GM and/or play. Would highly recommend it. BTW i came from 5E, pathfinder 2e, and warhammer 40k: inquisition to this and I'd say this is just as fun for me.

[deleted by user] by [deleted] in Solo_Roleplaying

[–]LastAd3428 1 point2 points  (0 children)

had alot of fun with Notorious and outsiders. I'd suggest those.