Bluepirate's Brimstone Blog

I play Shadows of Brimstone by myself (since my wife doesn't like it), and I set up a campaign system for myself which mainly consists of rules for hero rotation and town engagement (see https://boardgamegeek.com/thread/1808815/variable-party-close-xp-gap). This blog will try to describe the games so far and the coming games. Forbidden Fortress has been with me for a while, and the characters are coming along nicely. Brimstone Adventures is next, I don't quite know yet how to incorporate the northerners, the conquistadors and the Trederrans into this campaign system, but I will think of something. If you like, feel free to contact me about the games or comment the blog.

1 , 2 , 3 , 4 , 5  Next »  [10]

Recommend
2 
 Thumb up
 tip
 Hide

Restart

Hello Brimstone fans,
I started a new posse a few weeks back, this time the Orphan and Drifter (the two I hadn't played yet), plus the Gunslinger, Saloon Girl, Enforcer and Daimyo, those with skill trees I hadn't tried yet. So far, so good. I stay with playing those with the lowest XP and had to fiddle the numbers a bit to incorporate the Drifter and his weird XP scheme.

But I reverted to the original thresholds for leveling up which seem to work better with smaller groups of characters, at least I have a feeling they fit better within the system of leveling up skill-wise and having enough time to collect good items while not being pitched against too formidable opponents. So far, the equipment is less than stellar, and the enemy upgrades right from the start due to the Drifter make things tough sometimes, but it works.
Twitter Facebook
0 Comments
Sun Jan 2, 2022 8:00 am
Post Rolls
  • [+] Dice rolls
Recommend
1 
 Thumb up
 tip
 Hide

Revising

I played a new campaign with the numbers posted in July. Now the heroes are level 5, their basic concepts explored as far as I am concerned, and I noticed that with only six characters to play the level-ups were feeling a bit faster than I anticipated. I also think it would benefit the characters to have more time to collect items inbetween level-ups.

I will therefore scrap the characters, start a new posse (six with the two missing new ones and four old ones, but different varieties than before) and make another attempt at fiddling the numbers for XP. Thanks for the input in the summer, it will help.
Twitter Facebook
0 Comments
Sat Dec 4, 2021 7:07 am
Post Rolls
  • [+] Dice rolls
Recommend
 
 Thumb up
 tip
 Hide

Ongoing

The campaign is doing well, heroes are level 3 now, and the charcter concepts are developing. Interesting to observe that almost all of them picked up a +2 Side Bag capacity by now. I haven't encountered it yet, but there is a combination of character skills and items in my current set that would result in a +4 bonus to initiative in any first round of an Ambush, effectively allowing the heroes to Ambush any would-be ambushers.
Twitter Facebook
0 Comments
Thu Oct 28, 2021 3:35 pm
Post Rolls
  • [+] Dice rolls
Recommend
2 
 Thumb up
 tip
 Hide

The game goes on

Yesterday, I scrapped the existing characters at level 6 since I felt that going any further was not going to add to the character concept as such. I also thought that the item dilution with so many active characters was becoming a concern.

So today I made up a new crew of six heroes only (Prospector, Gambler, Wandering Samurai, Frontier Doc, Cowboy and Jargono Native). I will play them the same way (always the four lowest in XP) and continue using my own randomizer for starting and target worlds.

I still plan to write an analysis of the different development possibilities of the heroes at some time.

The new Brimstone Adventures unfortunately got delayed, but with my new system of fewer XP needed and only six heroes that gives me time to explore them until new stuff arrives.

Happy gaming!
Twitter Facebook
0 Comments
Sun Oct 10, 2021 9:44 am
Post Rolls
  • [+] Dice rolls
Recommend
 
 Thumb up
 tip
 Hide

More games

I still play, now with the new format I described some posts ago. Today I started in the Forbidden Fortress and stayed there because transitioning to the Haunted Castle just for mostly the same material was too much bother. The party were the Outlaw, the Rancher, the Samurai and the Enforcer. The Outlaw took nearly 1000 XP, the others inbetween and the Samurai as usual far behind though he started to catch up in the final battle.

The final battle was a new one on me: I ended up drawing *five* Threat cards since the cards kept calling for more.
Twitter Facebook
0 Comments
Wed Aug 11, 2021 6:26 pm
Post Rolls
  • [+] Dice rolls
Recommend
 
 Thumb up
 tip
 Hide

Still playing

As discussed in comments on the last post, I changed the XP values for my campaign(s) because I reckoned that playing the current characters to level 8 would take me two more years or so, and I don't have the patience and time for that. And a dozen more characters to try out!

So I changed the XP levels to 500, 1000, 1500, 2000, 2500, 3000, 3500 respectively, immediately kicking all my chars up to level 6. I do the upgrade as and when they come up for play.
Twitter Facebook
0 Comments
Wed Jul 14, 2021 11:03 am
Post Rolls
  • [+] Dice rolls
Recommend
 
 Thumb up
 tip
 Hide

News

Hi folks, something new. First of all, thanks to all who read and sometimes commented on this. It's greatly appreciated.

Second, I decided for reasons that were mentioned in past posts to discontinue this blog and the underlying experiment in the current form.

Going through all the quests in the books (up until the point I reached with the Lost Army) led me to these conclusions (my opinion of course, YMMV):

The game is great for what it does best, pitting the heroes against random events, monsters and maps. What you need is a mechanism to decide when to go into the final fight and when to declare the mission won, since it's already clear when it's lost.

For that purpose, finding the third clue and having a showdown with an Epic enemy is more than enough. All the other rules and ways there are in published scenarios to determine a scenario and its winning conditions - to me personally - just make the game more complicated and don't add a lot to it, not enough in fact to justify the extra mental workload.

Since my time with SoB is limited due to work and family, I simply don't want to go on playing things that are just more complicated and not more fun. There are exceptions with some scenarios that make for more fights (I like that, for example those where you get monsters coming from all directions and you have to just survive) or have some original special rule, but to my mind these are rare and not worth it all (see above).

So, I'm going now with a format of my own: I use a die-roll to determine one of three starting worlds (with a slant towards the mines because there is so much material of that world, especially artifacts which would otherwise be practically missing from the game), and play until the first gate, adding a gate to the first clue as in the standard exploration missions for other worlds. Then there is a second die-roll for the world on the other side which is a complicated d100 scale of my own invention, giving preference to the mines first, then the fortress and then the others in about equal measure. This just fits my personal taste. The second clue in the other world will trigger the final Epic fight as usual. The reward will just be 50 XP, 100 XP if there were Brutal enemies. My heroes don't need extra money or dark stone rewards. The town visited will be determined by majority of characters since I will oontinue to use my own catchup mechanism of forming parties.

My heroes are level 5 now, getting them to level 8 will require about 150 more playing sessions. And then there are the extra heroes from the SoB kickstarter and the new incoming heroes from adventures.. I figure it will be impossible to explore all the possible character concepts. Pity. I plan to write a theoretical piece analyzing the different combos of starting bonuses and top tier skills for each character. If I find the time.

I may write here again if something interesting pops up, the current game session following the new rules above started in the canyons and went on to the Blasted Wastes! :-)

As always, have fun playing and feel free to comment here or contact me about anything Brimstone.

Again, a big thank you to those who subscribed here and commented on the posts, it's been a great encouragement. It's much more fun to write things that way.

Bye for now.
Twitter Facebook
3 Comments
Sun Jul 4, 2021 11:36 am
Post Rolls
  • [+] Dice rolls
Recommend
1 
 Thumb up
 tip
 Hide

Game #85

Hello friends of the long slog of Brimstone :-)!

Today the Marshal, the Saloon Girl, the Bandido and the Outlaw went looking for Burning Souls. The mission is one of those "go in three directions, find Clue, throw skill rolls at something, come back" ones. I found each Clue in the first room I came to, so no problem with the Darkness. Just one fight, but a lot of XP from the mission goals and travelling. No changes in equipment to speak of, the Bandido got a new mutation and kept it (leg growth). That's it, really.
Twitter Facebook
2 Comments
Sat Jun 26, 2021 10:55 pm
Post Rolls
  • [+] Dice rolls
Recommend
2 
 Thumb up
 tip
 Hide

Game #84

Today, the Assassin, the Indian Scout, the Lawman and the Preacher were Under Siege. The mission has an interesting mechanism for the Darkness track, and success depends on finding Clues and killing enemies. I got lucky with a Clue roll and finished after the second fight. No big changes to the heroes, I got between 200 and 500 XP and mostly sold some items I decided weren't useful. Not much more to tell, really. See you next time.
Twitter Facebook
0 Comments
Sat Jun 19, 2021 11:24 pm
Post Rolls
  • [+] Dice rolls
Recommend
2 
 Thumb up
 tip
 Hide

Game #83

Today I opened the mission book for the Lost Army. The Samurai, the Soldier, the Sumo and the Rancher followed the Supply Chain. In the Mine, we fought some Undead Outlaws and a detachment of the Lost Army. That was quite a firefight with a tight door in the corridor which allowed the Rancher and the Soldier to fire into the enemy lines while the Sumo blocked the door.

Then we passed into the Belly of the Beast where one of the corridors nearly crushed the Sumo. Luckily, he can take a punch or two. Pretty soon we found the War Room of the Lost Army. They were, to put it mildly, unlucky. The rule calls for a group of enemies with only half the numbers but an extra elite ability and a Trait card. Well. They did get those, but they were stuck on initiative 2. I had the Soldier and the Rancher, easily the best long-range shooters among my heroes, and the Samurai who can add four to every movement roll. The Sumo wasn't slow either. Bottom line, the Lost Army didn't see its first activation.

Then on into the next room which was a clue and ended the game on a rather boring encounter. Back in town, I had to sell some things to lighten the load. And I trained with soldiers a lot, each hero got 500XP and a bit.
Twitter Facebook
0 Comments
Wed Jun 9, 2021 9:37 pm
Post Rolls
  • [+] Dice rolls

1 , 2 , 3 , 4 , 5  Next »  [10]

Subscribe

Contributors