Given the potentially important role of Meta-Orgs (adventure lines, magic items, favors, etc.) there are not nearly enough of these detailed. Obviously this requires participation. I think there are two things that would help with this.
Suggestion #1: Encourage players to design new meta-orgs ("Hey, there's no merchant organization. I should make one.").
Suggestion #2: In order to facilitate the creation/detailing of meta-orgs, we need a guideline for how their benefits are used. Again, I'm happy to work with people to make this happen.
Basic guideline ideas:
Entry requirements: Obviously not every meta-org can be 'open access'. These requirements could (theoretically) range from specialties to Renown requirements ('second tier' orgs) to purely thematic backgrounds. These could also inc[..]
Subplots are a fairly integral part of character development in the Master Craft line. There are also character options that interact with them. The last mention I saw of these is that there 'might be' subplots dealing with the silver and gold level modules over time. This seems a bit limited and makes it difficult for a GM to use them as a part of his or her game.
My suggestion: Develop a standard set of subplots that characters can be 'afflicted' with as a result of gameplay ('disfavor of' meta-org, 'cursed!', 'wanted by' city/state, etc)
So... I understand the desire to limit downtime crafting. But the way it's currently being done doesn't really reflect 'downtime' so much as being a bonus to 'adventure time'. It also works against folks who mostly play single mods (ie: not a game day or convention).
My suggestion: For balance reasons, "real-time" downtime doesn't quite work. Given the overall "gentleman's code of conduct" nature of the game, allowing players to take one week of downtime after home games as well, to allow for reputation game seems like a reasonable compromise.
Is that I can't quite run/play a campaign with it. I admit that you folks have made a step towards this with Brass modules but they still don't have quite the same mutability as a campaign. I would like to see some of that flexibility reintroduced to organized play. This is my foreshortened way of saying that I have a lot of ideas that I think would help boost player participation and I'd be willing to put in the effort to help implement; but if I simply listed them would probably end up sounding like a rant.
(01-Sep-2010) by TheCommodore7; 10 Posts; 3106 days ago
So, I plan on going to the three largest Eastern US gaming conventions next year to run a lot of Wyrmstone games. Specifically, I will be going to GenCon, DragonCon, and Origins.
But the big question that I have is this: where would you like to see Wyrmstone? Are there college conventions (like University of Maryland's TerpCon) or others that you would like to see us at? Local cons? Larger cons we've missed? Let us know!
(16-Aug-2010) by ElLoboGordo; 10 Posts; 3179 days ago
Hey Okies (and/or Wichita guys who want to drive), my August got totally hosed on the gaming front, so I can't schedule a game this month. However, The first weekend in September is Labor Day. Yay! So there's a new event on the calendar.
(08-Jun-2010) by TheCommodore7; 4 Posts; 3213 days ago
I am in Vegas and up $44 at the Blackjack table. Sadly, despite being in this fantastic city, my thoughts still turn to Wyrmstone. Every Organized Play game has an adventure where gambling is involved. Spymaster has Double Tap. Dawn of Defiance has Queen of Air and Darkness. I've found that most mods in this mold hold a group of uninteresting rolls to determine the winner. How could we spice up Wyrmstone gambling?
(11-May-2010) by Bananapants; 17 Posts; 3213 days ago
I posted on the Crafty Games forum here: http://www.crafty-games.com/forum/index.php?topic=3832.0
After a handful of Wyrmstone games I am feeling that Fantasy Craft combats are not that challenging. The one exception has been running Cleansing of Black Spur (not converted for Wyrmstone, just for pregens) where there was one opponent that had a humongous number of Vitality. Is that the solution to making combat more challenging? Make it longer? Seems like a poor plan.
How are your experiences, playing and GMing, with combat balance and challenge level?
(12-Mar-2010) by JamesVincent; 4 Posts; 3277 days ago
Looking at the FC catalog, I saw 2 downloadable (from DriveThruRPG) scenarios - Cleansing of Black Spur and Their Darkest Hour (billed as Copper & Silver scenarios to boot). Are either of these usable as Wyrmstone modules (perhaps with a touch of locale tinkering)?
(26-May-2010) by TheCommodore7; 2 Posts; 3281 days ago
One of the types of Electrum missions listed are Interactives. I have played many Interactives during Heroes of Rokugan and loved every one. What are people looking forward to doing in a Wyrmstone Interactive?
(20-Apr-2010) by TheCommodore7; 12 Posts; 3292 days ago
I have recently become enamored of Veromani. It reminds me so much of Florence in the Medici time period. On a whim, I thought I'd try my hand at a Veromani Mercenary Company, something very much in use during the time of the House of Medici and Machiavelli.
(30-Mar-2010) by TheCommodore7; 2 Posts; 3338 days ago
I'm one of the few GMs in my gaming group, so I'm always the one running the games. GMing can be a thankless job, especially in Organized Play campaigns. Something I really appreciate about Wyrmstone (and Spymaster) is that the GM gets a substantial amount of experience when he burns a scenario.
In Spymaster, that really made burning scenarios not a problem. Sure, you can never play that adventure, but at least your character didn't get left behind in power by the others that were able to play. In Wyrmstone, with the addition of treasure and loot (instead of Spycraft's Gear), the GM is really hurt in this regard by burning a scenario. Essentially, he'll never get a chance to get any money or treasure from the adventure.
I have been trying to think of fair ways that this might be avoided,[..]
According to your picture of the Wyrmstone worlds there are dragons out between Shahan and The Hollow.
Is that actually just something artistic, or is there some sort of aspect to Wyrmstone that hasn't been revealed yet.