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Messages - Ishnub

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Monsterhearts / Monesterhearts 2ed. Survey
« on: July 24, 2016, 11:12:58 PM »
It's been a while since i posted anything. but I felt that this would be worth drawing attention to. Avery is considering a revised edition of Monsterhearts. If any of you are interested in taking the survey and answerign a few questions it is here.

Monsterhearts / Re: Skin Collection
« on: October 04, 2014, 08:12:35 PM »
While I agree that not all the fan made skins are stellar. It's still nice to see them collected into an easily accessed database. Both for purposes of inspiration of outright theft of moves for new skins or potential MC moves. But also, to lighten the load of the MC in case one of his players wants to do a specific thing. Yes, 25 skins is a bit excessive, but if you cherry pick it could add to the game.

Personally, I'd rather have to pare down options then have to shoehorn something. Options are always better IMO so long as you maintain common sense and use your judgement.

Monsterhearts / Re: Skin Collection
« on: October 02, 2014, 08:09:25 AM »
Wow, that's an extensive collection. Some I've not ever seen before. To help you in your endeavor  I'll suggest you look at Nerdwerds. this might have something you are looking for.

Monsterhearts / Re: New Skin: The Warped
« on: September 15, 2014, 04:38:06 PM »
I might have to include this Skin as an option in my next campaign of MH if I ever get one off the ground.

Monsterhearts / Re: MH in different settings?
« on: August 19, 2014, 11:55:05 PM »
Awesome idea for great drama. I've always had trouble drumming up any interest in anything involving Vietnam as far as gaming goes.

As for me. After watching Generation War on Netflix, I have been considering revisiting the 1930's setting once again with new players. Which, while based on MH is it's own unique animal. With the monsters being replaced by emotionally and perhaps mentally unstable elemental mages. That the government has it's eye on to militarize in a Firestarter/Full Metal Alchemist sort of vibe. Where the general populous knows of your existence, but are on one hand deathly afraid of the power you hold and what you can do. But on the other hand (mostly due to propaganda) see you as heroes and the hope for the nation in the upcoming war everyone sees on the horizon but doesn't want to admit.

But, adding in more of a focus on world events. Such as the slow buildup to hostilities to the outbreak of war. Friends being sent off to The Front, fear of the unknown, where will I be sent? that sort of thing.  Though still maintaining focus on the personal details. It's still a school, they are still teens, they still have teen issues and teen lives. They just also have to deal with not having as much control over their lives as modern day teens enjoy and a looming threat on the horizon.

Monsterhearts / Re: The Mentor?
« on: June 05, 2014, 08:35:33 PM »
As a matter of fact, someone was working on such a Skin though I am not sure if any updates have been made to it since or anything.

Thank you I was wracking my brain trying to remember where I saw a Mentor Skin. It was really bugging me that I knew it was out there but couldn't remember where.

Monsterhearts / Re: MH in different settings?
« on: December 05, 2013, 06:30:37 AM »
Well for starters the marketplace game is still ongoing (we are three sessions in). So, my answers are subject to change as the story plays out. But currently the story takes place in the city of Ketezh (think St. Petersburg circa 1820-30).  A on the cusp of an industrial revolution (of a sorts) city that was once controlled by a cabal of Infernal nobles (stealing from D&D here and using Tiflings and daemon marked humans) who made pacts with their daemons and dominated the city , like you do. That was until the arrival of the Elves. Who are a southern desert trading union that with the help of the church broke the stranglehold the Infernals held over the city and took over.

The marketplace, Tsirkov Square,  where the majority game takes place is in the seedier part of town. A frequent destination of young nobles "slumming it", the vicinity of the Tsirkov Bazaar means that there is a constant influx of people and their money that also makes it a destination for the shadier denizens of city. So, much like highschool  the square is a semi-artificial mixingbowl of the have and have nots. With many regulars whom everyone know or at least know on sight.

In addition, one of the PCs works as a busboy/prostitute at what many consider to be the best bar in the Tsirkov. If the Square can be paralleled to "The School" then the bar can be thought of as "The Classroom". It comes with it's own list of staff and regulars that pop in and make appearances. And form a central hub where much of the games interaction occurs.

As far as social environment goes. Well, the adults generally go about bumbling through their days being adults and not really paying attention to the younger people. Unless they draw their wrath, work for them or the youth (usually a PC) does something to stand out.  So, similar to many default MH settings. The exception being the underworld gangboss Nana Yuri who is pretty savvy about the kids lives since he runs gangs of teen thugs and has to keep on top of stuff like that.

As for cliques, well we have the "Elven Rich Kids", who slum it at the Tsirkov and engage in their dueling culture while rubbing shoulders with their lessers. You have the "Bad Kids", the scions of the Infernal houses. Who have lost considerable wealth and power of late and have a chip on their shoulders but, no longer have the power to do anything about it apart from be generally asses. You have the "In Betweeners", the general populous of the Tsirkov who make up the bulk of the Joe average people. You have "The Poor Kids" in the form of the beggars and homeless urchins of the Tsirkov. We also have "The Foreign Kid" both the reindeer-centaur girl apprenticed by her nomadic tribe to a merchant in the square. That's of course not everyone or all the cliques but, you get the idea.

As for a summary of what goes down. Rather than type it out. I'll just copy-paste from the MCs G+ post about the game.

So here's a brief update on Ashen Snow. The second session was more of an adventure than I expected. Luka's little brother double-crossed a crimelord and an ancient Tiefling named Baba Yaga and had to go steal some books of demonology back from the merchant who ended up with them. Long story short, over a dozen people dead, a house burned down, and some serious bad mojo books back in the han- er, claws of a "person" who will undoubtedly use them for something terrible. But there was still a lot of drama.

The third session was, to quote Harry Potter, "a fucking free-for-all of facts" in which lots of people learned lots of things that they and other people would rather they had not learned.

Here's a character-by-character breakdown!

Luka the Vampire
- Saved his brother!
- Hypnotized a mercenary into trying to kill all of her comrades.
- Hadn't fed since he was turned.
- Killed an orphan beggar girl without remembering it.
- Wiped the memories of some elf boy who knew too much.
- Received an ultimatum from the crimelord his brother was working for.
- Met the elf who turned him, who told him he was "an accident" and that he "should be dead" because only elves can be vampires.
- Became his Darkest Self.
- Killed a prostitute, but that's okay because now he has leverage over the crimelord.

Nadya the Infernal
- Got a gift from that elf boy she dueled and then they totally kissed.
- Foolishly told said elf boy everything about her, including her very bad, very proscribed demonology habits.
- Became her Darkest Self.
- Made a deal with a bigger, badder demon, but he's technically family, so I guess that's okay.
- Made about a dozen mercenaries kill each other.
- Went and told that elf boy everything again even though Luka went to all that trouble to wipe his memories.
- Learned some secrets about Luka and Kora
- Became her Darkest Self again.
- Told Luka she knew his secret, which made him flip out.

Kora the Wyrm
- Had a chat with a dwarf girl who knows waaay too much about her (though Kora knows about her too; it's a M.A.D. sort of thing).
- Revealed her nature and the location of her lair to an information dealer who may or may not be a goblin (goblins aren't real).
- Burned down a very expensive house.
- Learned that one of the orphan children she looks after (and pretty much considered her kid sister) was murdered by a vampire.
- Got her ass beat by some orcs.
- Had an awkward chat with some elves, one of whom she learned is a vampire.
- Recovered the orphan girl's body (and later cremated it).
- Had a super sad conversation with said girl's ghost.
- Learned that the vampire/murderer in question is Luka.
- Had a chat with Luka's creator in which she more or less said that, yeah, she's pretty much going to have to kill Luka.

So. We have a Darkest Self Vampire rampaging around the city, a Darkest Self Infernal whose about to have to start repaying her great, great, great, etc. grandpappy (aka The Tyrant), and a Wyrm who's still in control and scheming her dragony schemes.

Yeah, next session's gonna be fun.?

Monsterhearts / MH in different settings?
« on: December 02, 2013, 02:56:41 AM »
So, I was curious. My usual MH group has done a 7 session campaign, and several one-hots set in the "default" MH. In addition, we have also run a game set in a late 1930's military boarding school, a sci-fi corporate academy and are presently doing one set in a low fantasy central city market area. Each has been a different and unique experience with the players actions being influenced and guided by the tone and feel of the setting. for example in the 1930's game there was a lot of flirting, hand holding, catfights and kisses exchanged. But only one actual instance of a Sex Move being triggered. Although that was in part facilitated by gender segregated barracks. In contrast to the Sci-fi setting where everyone was a free wheeling pan sexual ball of hormones and acting out against society.

I was curious. Has anyone else tried diverging away form the "default" setting of contemporary WB supernatural highschool drama? And if so what different settings have you tried and how did it influence your game play and how the story unfolded?

I ask first, cause I was musing about our current game and it dawned on me how much the setting influences the characters choices and actions. And second, because I have a friend in particular who would love MH. Except for the fact that in many ways it is antithetical to him. He has fairly strong religious values and some of the things that crop up in play tend to not jive too well with his sensibilities. But many of his objections never reared their heads when the default setting was changed. I'm curious as to your input and experiences.

Monsterhearts / Re: What do the players need to know?
« on: September 24, 2013, 01:45:58 AM »
Giving them a brief rundown on the mechanics of the system would be a good thing. At least as far as the general scheme of how the dice work. 2D6+ Stat: 6-: Failure with consequences, 7-9 Succcess but some sort of interesting complication 10+ Success!  You might also want to go over the uses of Strings and how Hold works.

I'd also hit on the "To do it. Do it" thing and the whole not saying " my character" but instead referring to their character by name of saying "I". But, that's a pet peeve of mine. Oh! and I just thoguht of something. Making your players aware that you are acting off their actions and that if they don't do stuff things won't happen. Well they might eventually when you hit them with a Hard Move from out of the blue. But I hope you get my point.

Monsterhearts / Re: Monsterhearts on roll20
« on: June 11, 2013, 09:23:21 PM »
Since there isn't a LFG page and it's directly MH related I think you shouldn't have problems. I'd love to say OOH! OOH! PICK ME! PICK ME! while waving my hands frantically. Both because I've been wanting to try out Roll20 and because my MH Season 2 game got scrubbed due to real life MHesque drama. However days are never open for me. I do wish you good luck in finding a group of players and would greatly appreciate an actual play report to drool over and pilfer for ideas.

The Regiment / Where to get 2.5
« on: June 08, 2013, 06:52:36 AM »
I was wondering is 2.5 up for playtest yet? Or is the latest version still 2.1 for general use? I've been thinking about runnign this for my group but wanted to play with the most current version so that if there were any observations or issues they woudl be relevant and not already fixed.

Monsterhearts / Re: 6 New MH skins up on Kickstarter
« on: May 30, 2013, 04:19:54 AM »
Oh, I realized I also forgot to mention that Jackson also posted a revised Selkie skin PDF on the site for download and use, I've not taken a look at it and compared the old to the new. however, I got the impression (secondhand) that it makes the Selkie's Pelt more relevant.

Monsterhearts / 6 New MH skins up on Kickstarter
« on: May 22, 2013, 03:29:58 AM »
So, I've not seen a post up about this . So I figured I'd make one here to point out that Jackson Tegu (the creator of the Selkie)Has finally put up a Kickstarter for another 6 skins(The Unicorn, The Sasquatch, The Wyrm, the Cuckoo and two more tyo be revealed on June 1st) MC advice and a pack of joke skins as well.

Monsterhearts / Re: Managing a 2nd season
« on: March 24, 2013, 02:34:03 AM »
Personally I prefer Arscott's methods. But mostly cause it seems more intuitive to me personally. However, both work and both alleviate some of the mechanical problems with second seasons and capping out halfway through them.

Monsterhearts / Re: Promise them something you want.
« on: January 25, 2013, 04:58:40 AM »
Your Ghoul promised to try to convince his girlfriend to stop spreading rumors. He has very little control over her (without making a roll himself vs. his girlfriend) If I were playing the character or MCing. I'd play the promise out in good faith. I might not be bound to carry through, like a fey promise, but I'd at least try to set up a situation that doesn't rob you of your "hit".

Besides the conversation could be the source of good drama in and of itself. Why is the Ghoul suddenly so interested that the GF stop spreading rumors? Is he into the Hollow? It sets up a whole slew of complications spawned by a single roll. Which is the heart of MH to me.

But I've got to admit that in our games we've played such situations out in good faith. If you don't feel like giving the concession and giving them something they want, don't want to give yourself to them ( or it's narrativly inappropriate) give them a string. Strings are the currency of the game and should be gained and spent rather freely. Your MC could always choose to give you a String retroactively if the Ghoul doesn't follow through with their promise. A sort of emotional leverage of "You said you were going to do that and you didn't. I'll remember this later." Sort of thing.

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