Showing posts with label Adventures Under the Laughing Moon. Show all posts
Showing posts with label Adventures Under the Laughing Moon. Show all posts

Sunday, July 19, 2015

Playtest #2: Adventures Under the Laughing Moon

It did not go as smoothly as we expected. Our second round of play testing Adventures Under the Laughing Moon - Role-playing Game (Volume 1) had a lot of stop-and-start moments as we got used to the game, learned the rules, and became fluent with the game's systems. Here is a snapshot of the issues we ran into:

The game isn't clear how weapon skills are purchased, and there are broad and narrow categories of weapons. The game mentions buying "Swords" but it isn't said if this is the broad "Swords" category covering any sword-like weapon (including daggers), or the specific sword subcategories (which would exclude daggers). Furthermore, there isn't a description of what you buy, percentage points (which most skills are), or d20 points (which we later figured out was the right choice, since in combat, you add the base level of a weapon to your roll).

There aren't any pre-gen characters in the book either, which would help us get a feel for characters are designed, what an average starting character looks like, and other "am I doing this right?" sort of questions. It took a while to design characters, and for a group, pre-gens and a starting adventure would help greatly.

The game has a lot of "roll under and roll over" swaps where low is good (ability rolls and skill checks), and high is good (to-hits and damage). I normally don't mind roll-under for skill checks with damage being roll-high, but I do mind of weapon to-hits (which are basically skill checks) changing the paradigm.

We couldn't find the unskilled skill use rule.

High amounts of actions per turn and winning initiative rules the roost in combat. Most of our combats ended in the first turn with a flurry of blows landing, especially from dual-wielders. I don't know if we were playing this completely correct, but this is our experience. High weapon skills also are indispensable, even at the expense of not knowing much else character-wise.

Landing a blow is a bit tedious, with hit locations, tracking damage per location, and then rinse repeat for the next successful hit. The game slowed down during wounding for us, and we found ourselves missing a more aggregated hit point and straightforward armor system. This is a lot like Runequest/Legend's damage system, but we had less slowdown problems with the latter.

There isn't a charisma-type ability score, as all social interactions are handled through skills. We are used to having some type of social ability score to cover any basic interaction, and we are at a loss at how to deal with non-skilled social situations. Also, bluff is a 3 skill point (per 5%) skill, and persuasion is a 1 skill point (per 5%) skill that feel like they do the same thing. Similarly, all of the stealth skills (3 points per specific skill of a collection of about 8 sub-skills) had to be raised separately, with hide in shadows and move silently being separate skills one had to raise independently. To us, it is just "stealth."

Advancement ran counter to the use of Bandu (fate points), where using fate points during a game took away from the skill points earned at the end of the adventure. Nobody used Bandu during our game, because they wanted skill points.

The game still did hold our attention though, and it is fighting off our attempts to begin the Dragon Age play test. What interested us? It's a different world, not D&D, and there is a lot of new stuff to explore. The characters we designed were interesting. The little story suggestions given as sample adventures were very interesting, and we are enjoying turning those into missions and adventures. Magic use can get you into trouble, and the world story behind that (with mage hunters) is interesting.

We wanted more on the world! Yes, I know, read the books, but some world info (and possibly a list of the novels) would have given us some needed background.

The world is a darker, gritter world. Heroism is the exception and not the rule, and this allows players to take on heroic roles without feeling they are sidelined by more powerful forces and NPCs. Players don't know what to expect, compared to D&D, where things tend to be pulled from the same Monster Manual edition after edition. It is also a more interpersonal world, which I loved in our Monster Manual free D&D 5 playtest of Faerun - where there were no monsters, just the races of the world. This was a fun throwback to that game, which is still a classic experience in my mind.

Take away the funny shaped monsters, and you are left with the worst monsters of all - us.

So this is still holding our interest despite the rough spots, and I look forward to trying some more in it soon. All in all, an interesting game with a focus on combat and interaction, and it is a fun and interesting experience.

Tuesday, July 14, 2015

Playtest #1: Adventures Under the Laughing Moon

We picked up Adventures Under the Laughing Moon - Role-playing Game (Volume 1) at our last comic-con (Las Vegas) and got this one signed by the creator - which is pretty cool. This is our current RPG play test, and we are working through some of the character design rules and how the game works. Design-wise, it is an interesting game.

This is sort of a D&D type game, and the basic set does a good job of laying out the 'basic set' of the first few spells, monsters, and options for building characters. This is a skill-based system without levels, and it also uses sectional hit points and wounding, along with an over-riding stamina system designed to subdue you before your character's limbs are hacked off. Wounds take off body part hits, but all wounds do stamina damage and reduce your character's effectiveness and consciousness.

The big difference with this game is that special combat moves are bought into with skill points, such as sweep, head butt, block, and parry. You have to level up all your tricks, and all combat actions are used with a randomly rolled number of combat "action points" each character determines each turn.

Where some games abstract combat, this one dives into details and reminds me of some ways of the Runequest or Legend systems. The difference between this and those other two is this has a combat-stunt focus, where Legend has more of an abstract and free-form stunting system where the player invents moves (using their skill as the base) and the referee gives it a difficulty. This is point-buy character build melee stunting, and it is interesting from a building characters sort of point of view.

Character generation is straightforward, and there are some omissions that we would like cleared up, but we haven't gotten hung up. We wish there were a few more points to spend during character creation, as we are finding we are ignoring all the neat options that you can buy for just being able to hit or cast magic at a basic (more than 5%) level. It feels tough to get the character you are feeling you want, at least for us, so maybe we are doing something wrong (or characters really are very inexperienced to start).

We wanted a few more world details as well, and yes, we haven't read the books this was based on, so this will be an interesting play test. That said, we wanted some background detail about the world to get us started, like a really cool  starting town with some lore or something along those lines.

Also, pregens! What we would give for some pre-generated characters for use with new players. I can see this game taking 4+ hours to explain to a new group and go through character creations page-by-page, this was our experience with 4th Edition D&D, and this one with a edetailed point-buy system feels like it will be harder for new players to grasp what's important and what they need to perform well with the idea they have in mind.

This looks interesting, and it is a beautiful game - full color throughout. We expect to be having fun with this one and reporting back soon, so stay tuned.