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About Picks-at-Flies

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  1. Looking for a powerful token

    I think I can ask this here since I know none of my players visit; I'm sort of hoping that someone does since the last post seems to be last year I'm trying to solidify an idea for a powerful token for my players to quest for. There won't be a reason for it other than it's there and they want to (it has to have a sufficient drawback that it won't be game breaking but that's fine). I've had the following ideas: a) The throne of ivy and thorns - Creates a duplicate of the users, in essence a fetch, to go off and do whatever. Unfortunately the real person is tied to the throne in the hedge while the fetch is elsewhere and only the fetch can sever the tie. The current occupant is rather insane at this point from the separation. The Dream stone - Not sure what the power would be - Currently in the possession of a sleeping giant (of Gulliver proportions) whose dreams manifest around it in the hedge. I think this is currently my favourite since it doesn't have any Changelings involved. c) Something else Any ideas?
  2. Contracts in LARP

    Hi there, I was wondering if anybody had any experience of characters with lots of Contract clauses in LARP? My reading of the tabletop rules suggests that contracts are comparatively easy to acquire, but each largely independent of each other and somewhat more complicated (or at least less grokable than, say, vampire disciplines). My worry is that players forget what they have available to them. (This is 'cos I'm trying to come up with a different live system, and it's one of the dilemnas that came up in early planning.) Cheers all, PaF
  3. Max Romans Dream!

    Funny, I found HG: Rockies boring and repetitive. It's good to know that there people out there who like it but I wouldn't want anyone to think it had blanket recommendations. The Forsaken core book on the other hand really is a master piece.
  4. review: Tribes of the Moon

    Taken from http://picks-at-flies.livejournal.com/19570.html because otherwise nobody but Fenris will read it. Tribes of the moon is the first Werewolf: the Forsaken book under the guiding hand of Chuck Wendig, taking over from the longstanding Ethan Skemp. It shows, and seems to be a return to form for Werewolf which, largely, failed to shine after the core rulebook. Content: The book is a look at each of the five Forsaken tribes in turn, with a chapter each. As you would expect, it contains some flavour, some sample characters and some equipment and rites. In keeping with the themes of Forsaken, there is no unified history presented for each tribe, nor a breakdown by country. Rather, for the most part, you are left with general themes and some sample exceptions; this concept reaches across the tales, auspice roles, lodges and characters. The look: We are finally presented with clearer, more absorbing and much more distinguishable art, which matches similar traits in the writing. Unfortunately, as with all Forsaken art, the blacks are grey and the whites are... well as grey as they can be, and this unnecessarily dulls the art. Regardless, it is good to see Brian LeBlanc returning and the art for the Bone Shadows (by James Stowe - I think) seems to be one of the few styles that survives the blanching process. The good: Most of the chapters really worked. Despite sticking to many of the conventions that have got other Forsaken books bogged down - repetition, keeping things local, nothing vaguely resembling hard truths - the book contains many ideas to work with written in a very readable style. One of the really nice things about the book is that it really does separate out tribes from auspices - it does help get over many potential preconceptions. However, the best bit about most chapters is the section on recruitment tactics and initiation rites. Considering how crucial these are to characters, even if they happen before the game/chronicle starts, I am, if anything, upset that there weren't more examples. The bad: The first half of the Iron Master section. Ouch. Gone are the clear sections, divided into discussion and examples. Instead, we have rambling, badly organised, crudely written lectures. Where each other chapters slip their ideas into the body of the text, anything new has its own 'lessons learned' section tacked on the end. Worst of all, there are no specific recruitment or initiation examples except for a sidebar that I suspect the editor tried to add as a fix (it's better than nothing, so thanks). Luckily, I managed to resist gagging long enough to get to the second half, where the lodges, rites, equipment and characters return to their typical quality. I apologise to the author of that section. The ugly: Milestone Gifts: these were a really nice idea, that werewolves who most epitomise their tribe receive a unique Gift from their tribal Firstborn. Unfortunately, they suck. Seriously guys, these ought to have had a wow factor. This book suffers from the big flaw of Forsaken - the tribes are too vague to have any real solidity to them. As such, this book had to tred too carefully between the lines of too much information and thus defining what is meant to be left undefined, and giving enough information to be satisfactory. At the end of the book, I don't really feel that I have learned significant amounts about the tribes. Previous writing, including the tribal lodges in various books, has really given quite a clear image of the tribes and without much scope to actually lay out new facts there wasn't enough 'design space' to actually produce anything of substance. I phrase it this way, because I don't really blame the writers and I'm not really sure I can blame Chuck. It really isn't worth splashing out for the book for the recruitment/initiation sections alone, so it is really only worth buying if you are having trouble understanding the tribes (as opposed to simply wanting to know more). Execution: 6 Ideas: 7
  5. Forsaken gift lists

    One gameline is enough for me
  6. Equinox Road

    On a random note on my flit back through SnE: thanks for alerting me to this. I loved the corebook but wasn't inspired to buy any of the other changeling books (if nothing else, because I doubt I'll ever run a game of changeling - but it's great inspiration), but this looks like a good book with wider applications and more ideas.
  7. Forsaken gift lists

    Interesting. Well, I had pretty much made up my mind to stick it on my to-do list anyway, so if and when I do I'll look into this. Presumably each collaboration requires a password, but I could just stick that on the WoDIndex?
  8. Most Valuable Forsaken Supplement v2

    One of my wishlists is to write mini-reviews of all my roleplaying books. Ideally, all of one game line would be on the same page. Unfortunately, I have many wishlists of wishlists, so I am largely sticking to books I've just read and/or whole gamelines (which can be done off the top of my head for the most part since they don't reference any one thing).
  9. Forsaken gift lists

    Very nice, except that I doubt it will export (it's in MS Access atm). If it's easy I can send someone the files to add. I am happy to put a link there if that helps. Incidentally, the old lists are back up again: http://www.werepenguin.net/forsaken/gifts.asp If I went ahead, I would plan to have a name search in it (so you could look up something you scribbled on a character sheet in a pinch). *shrug*
  10. Forsaken gift lists

    Hey there. It's amazing to realise I haven't been here since January... Anyway, some of you may remember that I made a database of all the Gifts, rites, equipment and ?totems up until about Lodges: the Splintered. My old ISP is falling apart and I am in the process of moving. Is it worth me fixing this database and updating it? If there is somewhere else being used, I won't bother. If people prefer having their own indexes I won't bother. It's only worth me doing this if people would actually use it. Cheers, PaF PS: I can't show you the contents because, well, they're broken. Hence this post. PPS: It doesn't, of course, contain the text. Just who can use it, where it's found and, for Gifts, the contents of the gift list.
  11. The Chat

    Can we access the chat via IRC? That would be very useful.
  12. Dr Who!

    The Runaway Bride was one of the best of the entire new run. The new series however... it's still good, but the hype is starting to get to me. I guess it is a tribute to how much money the BBC are putting into it (I would love to see the figures - while they are probably not as much as some of the big US shows, neither does the BBC have the budget of the US networks). The actual plot was fun and well done (actually, by itself it would have made the episode strong), but the introduction of the new companion was ... well it felt remarkably similar to Rose but not as good. Plus, unless I missed something, it is another companion from London. What's wrong with Liverpool, Poole or Easter Compton?
  13. Dungeons & Dragons 3rd Ed

    The biggest problem we had with D&D was a couple of players who found it almost impossible to stick to one character - they insisted on having a new one every few weeks (because of the number of options available). =MY= biggest problem with it is those players who find the idea of making up/ignoring rules to be sacreligious (e.g. you have to balance every creature to the danger rating or whatever it is called). Generally I find 3rd ed. easier to understand and manipulate than any previous edition. I agree as pure escapist fantasy there is little better, but I can't take it seriously. As an ST, it is easy enough to ignore the rules you don't like or can't remember (just tell the rules lawyer ahead of time that you might be doing it).