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Shadows of Brimstone: City of the Ancients» Forums » General

Subject: SoB with Dungeon Master? rss

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Zachary Layne
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I was thinking SoB might work, or even improved, with the inclusion of a dungeon master. Has anyone tried this? Any reason why it would be difficult or wouldn't work?
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Philip Jelley
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form_d_k wrote:
I was thinking SoB might work, or even improved, with the inclusion of a dungeon master. Has anyone tried this? Any reason why it would be difficult or wouldn't work?


I cannot think why it would not work. The DM (or Mine-Manager?) would draw the cards, maintain a descriptive narrative and control the monsters. He could even stack the decks and exploration cards to produce a narrative.
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Njorl
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Philip Jelley wrote:
form_d_k wrote:
I was thinking SoB might work, or even improved, with the inclusion of a dungeon master. Has anyone tried this? Any reason why it would be difficult or wouldn't work?


I cannot think why it would not work. The DM (or Mine-Manager?) would draw the cards, maintain a descriptive narrative and control the monsters. He could even stack the decks and exploration cards to produce a narrative.


I agree especially if it is a non DM versus heroes (like with Descent). Take hexcrawl and mine some Deadlands campaigns for ideas.
 
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Carsten BN
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Yes this would work for sure
 
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You may call me
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njep wrote:


I agree especially if it is a non DM versus heroes (like with Descent). Take hexcrawl and mine some Deadlands campaigns for ideas.


I've definitely thought about thia myself... Add some Savage Worlds role-playing to SoB for my kids when they are a bit older. I think it could only elevate the game but of course more work for the GM.
 
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Sid Rain
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I wrote up some suggestions for it in Hexcrawl, basically it ends up being a way to divide responsibilities between players and a way to take out a few dice rolls, but probably a more interesting system could be created, especially if it were played more like a Call of Cthulhu scenario (Down Darker Trails anyone?) with roleplaying in town and maybe some sort of mystery to solve.

Game Master (GM)
One player forgoes controlling a Hero and takes on
the role of Game Master (GM). The GM takes over some
responsibilities and has some discretionary decisions to make.
This can remove some of the randomness from the game, but
means one player might give up advancing a Hero. It’s highly
encouraged that you make this a rotating role that switches
between players each play session to make sure everyone gets
an equal opportunity to play both roles.

• Hold Back the Darkness rolls/Updates Depth Track
At the start of a new turn, the GM makes all Hold Back
the Darkness rolls (adding in any Hero modifiers) and
updates the Depth Track when necessary.

• Draws/Plays Map cards/Map Tiles/Exploration Tokens
The GM is responsible for drawing map cards and laying
out upcoming map tiles, unrevealed Exploration Tokens,
and decides where Doors/Gates should be placed on the
map. The GM should also take the Heroes Line of Sight
into consideration and can lay upcoming Map Tiles down
if they would be seen by the player, though the limit
that any Heroes should be able to see is two Map Tiles
away. The GM may look ahead at unrevealed Exploration
Tokens to keep track of Door/Gate Icons and may lay
Map tiles down in any orientation they want to.

• Draws/Rolls Threats
The GM is in charge of drawing Threat cards or rolling
on Threat tables. Whenever the GM draws Threat cards
or rolls on Threat tables, they may do so three times and
choose the result that they want.

• Places/Moves/Activates/Targets/Attacks with Enemies
The GM controls all Enemy placement, movement,
targeting, special abilities, and attacking. Enemies may be
placed however the GM wants, with the only restriction
being that Enemies may not be placed any closer than
they would if they were using the normal grid placement
rules, but they may be placed as far away as the Heroes
can see (including on map tiles that are further out).
The GM is not bound by normal Enemy AI movement
requirements and can move however they want to,
including into unexplored map tiles, though they are
bound by the targeting rules and can not target a Hero
with more Enemies if there are other Heroes who have
less Enemies targeting them. Any special abilities that
require die rolls, still require the GM to roll dice.

• Draws/Keeps Darkness & Growing Dread cards
The GM draws and reads aloud Darkness cards when
called to and draws/maintains the Growing Dread stack
as necessary. The GM may look through, but not reveal,
the stack at any time.

• Gets 3 Grit Tokens per Game Session
Each Game Session, the GM gains 3 Grit Tokens the
same as the players. In the same way that the Heroes may
reroll any amount of dice with each Grit, the GM can
also decide to reroll any dice that they are in charge of
rolling. The GM can also decide to use a Grit to redraw
any cards that they are in charge of drawing.

• Gains Bonuses whenever a Hero is KO’d
Whenever the GM is able to KO a Hero, the GM gains
a hidden Darkness card that they may play at any time.
They may have as many Darkness cards in their hand as
they want, but may only play one Darkness card per turn.
In addition, if the GM player has a Hero that is sitting
out the game while the player takes on the role of GM,
that player’s Hero gains 75 XP whenever another Hero in
the Posse is KO’d. This XP bonus is only gained once for
each other Hero in the Posse.
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Jordan Case
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I have done this for a group of four works awesome and it's fun for everyone.
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Zachary Layne
United States
Washington
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Oh, awesome! How are you handling DM duties?
 
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Zachary Layne
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Washington
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Oh, awesome! I'll see how that works out.
 
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Rob Keetlaer
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Philip Jelley wrote:
(...) He could even stack the decks and exploration cards to produce a narrative.

Hey, is there already somebody using cards for that?

(See this reply in a thread about the Exploration Tokens.)
 
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kevin thomas
United Kingdom
Bridgend
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This is actually how I run Shadows, and never had any issues or concerns - though we've only had the 2 core sets and a few enemies packs.

It allows for an unknown structure to the missions, as I can tailor the various decks to fit a story or focus on particular things, without the party knowing. As yet, I have not had to change any of the rules included, as they work well as guidance to what should be happening (though I do smudge enemy targeting and movement from time to time).
 
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