Acquaintence's sessions.

Discussion in 'Myth Maker Discussion' started by Acquaintance, Jan 2, 2016.

  1. I hope this would be the correct place to put this. I figured I'd make a thread and update it with any interesting or just new observations I make during my sessions. I'll add one comment per session to keep it organised.

    Feel free to comment about anything and everything!

    Session #1

    my little brother (16 years old, no RPG experience outside of PC games)
    and my cousin (28 years old, no RPG experience)

    We managed only half a game before we had to pack up and leave. Got 70 km to drive and doing part of it tonight.

    Only I had read the rules, but I drew up the stats screen for each of us and made a sketch of the map on paper. I explained the stats and that they were to roll two dice, add their attribute and beat 15. The rest of the details I made clear as the situations appeared in the game.

    I played with a sword and shield, my brother with a gratclub and hatchet and my cousin eith and axe and a crossbow. Me and my brother took turns beating each other while my cousin shot me with the crossbow. By the end I managed to run up to him and he found out that being prone isn't that great. He managed to punt me in the face with unloaded weapon before I cut him up badly enough that he started retreating. By that point my stamina was at 0 and I would have been out soon hadn't we ended the session.

    Lessons learned: Don't take crossbowbolts to the back. Don't go prone with an unloaded crossbow when there's a melee fighter only a few steps away.

    Next time I will make sure to test the stealth and alertness mechanic aswell.

    Questions to the developers: What exactly are the negatives of being prone? All tests count as hard? (Or one step harder)
    Can I parry with my sword (reach 2) if an attack is coming from within or without that range? Can I do other countermeasures?
    Same question, but applying to block with the shield's reach 1.
    Gebnar likes this.
  2. "Actions and reactions are harder, and your movement speed is halved" are the penalties for being prone. There aren't any other listed penalties (i.e. actions against you aren't easier).

    You can parry if EITHER the attacker or the attacked creature (or both) is within your range.

    It depends on the "countermeasure." You can always counterattack if the acting creature is close enough to attack. In this playtest, the rules don't explicitly allow using any maneuvers as reactions (except disarm as part of a buckler-parry). However, there is always the "do something else" reaction, which your group can interpret however you see fit.

    Sort of. The exact wording for the block reaction is "you or an adjacent ally." So you can only block if the attacked ally is adjacent. If the attacker is adjacent and your ally is farther away, you can't attempt to block the attack.
    #2 Gebnar, Jan 2, 2016
    Last edited: Jan 2, 2016
  3. Session #2

    My girlfriend (20 years old, very little -> little RPG experience)
    Her brother (16 years old, only computer RPG experience)

    I did as before and gave a shorter introduction to the rules, omitting the awareness mechanic. We started play and I pointed out the different rules as the game went on. When we reached the end turns were taking < 30 seconds for me and <2 minutes for both of them.

    We were equipped with the shortbow and knuckles, shortsword and shield and the buckler and shortspear. Regular attacks traded hither and thither until I got rushed down the stairs and prompty fell, taking 8 damage. The battle ended for me after I later got rushed into a corner, reducing me to 5 body; after that I ran away.
    The spear user (brother) then hid behind a pillar, attempting to avoid the bow. After getting hit by a lucky shot and running out of stamina he also ran away. Bow and knuckles stood as winner. Worth pointing out is that the knuckles did their job when a successful buckler parry would have knocked away any other weapon.

    Lessons learned: Don't fall on the stairs. Don't get rushed into corners. Bow is good.

    Questions for the developers:
    * Does rush need to occur in a line straight away from the user or can it be directed in other directions?
    Assuming the above is a grid, can X rush Y into the position B, or must the movememt be towards A?

    * Cover. How does it work? If someone is straight behind a pillar, can they be shot at? (Probably no) If they are only half behind the pillar, what then?

    * If they are under focus, does that change when they move out of sight? Can someone go behind a pillar and succed a stealth check against someone who was focusing on them?

    * Once again with the parry: Is it possible to parry ramged attacks since the target (me) would be within reach? (This feels unlikely, and we played with only being able to parry if one could actually disturb the bow) Is there a differemce between thrown weapons and arrows in this regard?

    * Does a normal wall count as a dangerous surface to be pushed into? (Or is it only corners?)

    * What is the difference between difficult terrain and dangerous terrain? (2.3 - Falling "....Landing on difficult or dangerous terrain increases...")

    * Can the counterattack reaction be used in response to any action? Can one counterattack a surveying or recovering character?
    Gebnar likes this.
  4. Sounds like an exciting game! I'll try to answer your questions.

    Though it's not clearly stated, you probably should use the rush in a straight line as you would in the real world. We may clarify this in the rules if there seems to be contention here.

    Currently this falls under the general "situational modifiers" tag where you can judge whether an action should be harder or easier. Though it's not explicit right now, we've been treating partial cover as making attacks against you harder and total cover as making them impossible.

    You can't focus on something that you can't see, though you still need to stealth because they might still be able to hear / smell / or generally sense your presence (maybe they see your shadow peeking out or something - you never know).

    You can only parry a melee attack. You use the Dodge action against all ranged attacks (even thrown ones).

    The smooth walls of the arena aren't hazardous, but corners and other protrusions are. So, if there was a torch hanging on a wall or it was lined with lockers that had locks and other pieces of metal or stone protruding out you might rule that as hazardous.

    They're generally the same thing, though you might rule some rough to travel terrain (like sticky mud) as being soft to land on. These kinds of details should be agreed upon by the group, which will seem fairer when it's not PvP.

    Yup. Those are fantastic opportunities for attack!
    Acquaintance likes this.
  5. I think Meta pretty much covered it, but I do have a couple of things to add:

    Yeah, the RAW for this playtest doesn't say what direction you can (or can't) push a creature. When designing our game, we try to allow room for the use of "common sense" within the application of the rules. If you're pushing a creature in a way that makes sense to the group, it's probably ok.

    To answer this question a bit differently: YES. The instant the pillar comes between the two characters, the focus is broken and stealth can be used.

    I actually find Acquaintance's ruling intriguing. The RAW on this playtest is just "parry an attack," which doesn't exclude ranged attacks at all. The idea of using a parry to knock a ranged weapon aside makes sense to me. And as he ruled it, it could be done only if the attacker was within reach, so we are all agreed that it isn't possible to "parry" a projectile in flight. Either way, we'll definitely look to clarify this rule in the future.
    - Another thing to think about: this makes parrying a ranged attack against your ally extra good if he's also dodging it.
    #5 Gebnar, Jan 4, 2016
    Last edited: Jan 4, 2016
    Acquaintance likes this.
  6. Thanks for the clarifications! The system feels rather good. Attacks have a rather significant impact, but not so much as to make one aversive to even attempting to fight. There appears to be many different viable tactics. Knuckles counter the buckler quite well.

    Session #3

    Girlfriend (20 years old)

    We tested a few combinations and playstyles in 1v1. We played three matches.
    In one situation I was standing right above the stairs while she was one square away from the doors wielding her quaterstaff. I attacked and we ruled that it'd be a reasonable reaction of her to just poke me until I had to take a step backwards, where I then managed to loose my footing. We decided that it was possible because the quaterstaff reached out to the square behind me.

    First I went with the glaive and longbow and she took a dagger and axe. I started by shooting her and kiting around the pillars until she got too close, when I instead switched to the glaive and attacked in melee. She threw the dagger at me, but later found out that she shouldn't have gotten rid of the parrying weapon. The battle was rather one-sided.

    Second match she got the quarterstaff and longbow and I took the flail and longsword. She began and shot me without moving. I ran down the stairs without loosing my footing. Next round she shot me again, still not doing enough damage to deter. I ran up the stairs and scored a massive hit with the flail. After two more strikes with the flail the battle was over. She managed to get the quaterstaff out and poke me down the stairs where I fell on my face just as I landed the blow that took her down to 1 body.

    Third match I had a hammer and a buckler while she used the longspear and mace. I won, after managing to disarm both weapons. The hammer didn't do massive damage, but it stacked up over time. She did manage an early crit with the spear and would have continued to kite hadn't I managed to catch up.

    Lessons learned:
    Poking someone down the stairs with a stick can be surprisingly effective.
    Sometimes it's not a good idea to try to run down the stairs.
    The flail is good as long as you don't fail.

    * Does sprinting over difficult terrain make the test to ignore the movement penalty harder?

    * Is it possible to attempt to sprint after having used one's reaction for the turn?

    * Does the weapons training for unarmed attacks gained from knuckles affect any kind of martial manouvers?

    * The flail. If I am fighting with it i single combat, and miss my target, does the second attack also suffer from the "1-10: you hit yourself"? Does that mean that if I miss I only manage to not strike myself on a 11-14 if I miss? Does this miss mean I need to make another attack again and again until I hit something?

    * Can any reaction be used in response to any action? Can I dodge away from someone guarding or surveying?

    * Would it be possible to just poke an enemy forcing then to step back as a reaction?

    * Are there any rules for wielding two light weapons? Does it mean one can use either without a draw action?

    * Is there any benefit for having the higher ground?

    * Stealth again! If someone hiding behind a pillar comes into view thanks to one moving to a position of being able to see them, would it the be an easy check to survey and focus on them? Must the survey action be used in order to focus on someone?

    * The club. Would its stats apply to a severed arm OR a leg? (Assuming both are from the same person) Or would a leg count as some kind of greatclub?
    #6 Acquaintance, Jan 5, 2016
    Last edited: Jan 5, 2016
    Gebnar likes this.
  7. Nope. It's the same. But sprinting can let you cross more difficult terrain without making the check. It shouldn't be "op" though, because it eats up your reaction.
    Sure. The big thing it does is prevent you from reacting during your opponent's turn.
    Not except for the stuff related to Quick.

    You only try one extra time per Action or Reaction. Rolling 10 or lower with a flail attack always counts as a hit, and always hits yourself.
    Absolutely. Anything that doesn't respond to a specific event can be used to react to anything.
    RAW no.
    If you're currently wielding both, yes.
    RAW, no.
    If they are stealthed, the normal rules apply. If they didn't use stealth, you are probably still aware of them, and performing an Action against them automatically focuses them.
    Umm... Probably not. Clubs are fairly light, reasonably well balanced, and made of solid material. Flesh is very heavy, not well balanced, and quite soft...
    Acquaintance likes this.
  8. A note about my comments: When I reference "RAW" it's for two reasons.
    1: Since this is a playtest, the rules-as-written is exactly what we're testing. We're testing comprehension and understandably, as well as effectiveness and fun in play. However...
    2: Myth Maker is a game that assumes intelligent players, working together to create a shared fiction that everyone can enjoy. The "do something else" actions, and the simple attribute/check system are here for just this reason. If a character wants to do something, Myth Maker should provide the group ample guidance on how to resolve that something, even if it's not in the RAW.

    Reading about your experiences with the Myth Maker combat system has been inspiring and awesome. The way that your group has been creative with the rules is cool, and I don't ever intend to discourage that kind of play. If you're all having fun, you're probably doing it right enough.
    Acquaintance likes this.
  9. Understood! We're definitly having a lot of fun. Don't worry. No arms were actually used for clubs. It would be horribly inneficcient to spend the time furnishing such a weapon with the oponents still alive.

    Session #4


    A shorter session, we only played one game. This time we tried controlling a team of two characters. We outfitted them without revealing their equipment beforehand. Even as the battle progressed, it didn't feel like one side was unstoppable until one side actually suffered a casulty and was left alone.

    My characters were Gullian with a mace and buckler and George silvermine with a glaive and longbow. Hers were Viktor with knuckles and a shortbow and Plateypus with knuckles and a shield.
    It began with an exchange of arrows while my team hid behind a pillar. They advanced. Gullian ran out on the stair to attack when they got close, but had to retreat when Viktor attempted to knock him down. George drew his weapon and they all locked in combat on the sand beneath the stairs. After further attempts at pushing them onto the stairs, my team circled around to the middle. George and Gullian attacked Viktor and brought his stamina down low. They responded by striking Gullian whose disarming buckler proved exceedingly useless. Yet the battle ended in my favor when a row of good strikes ended Viktor's stamina and hope of success. Another blow finally killed him. At that Plateypus cried out over his fallen comrade and picked him up and ran towards the closest door, avoiding a fall on the stairs and almost reaching saftey. The others pursued though, and when they struck for the last time Plateypus' strength failed and he could not dodge away. He died there with his friend in his arms.

    Lessons learned:
    Stairs are dangerous (this needs repeating).
    Team fights are fun!

    * Does one round up or down, if for example one has three movement left and rushes an opponent.

    * Why is sunder armor a normal action and sunder weapon a martial manouvre?

    * Can you disarm a shield? (RAW implies yes, since it's a weapone)

    * Can you disarm a different wielded weapon than the one used to attack if you manage a parry with the buckler (and the attack missed)?
    Gebnar likes this.
  10. Unless otherwise specified, it should always be down. In this case it's down.
    Because Sunder Armor is basically an attack with only 2 changes: WT only applies if it's a severing weapon, and crits damage armor instead of doing Body damage. Sunder Armor can still be countered like other attacks, with dodge/parry/block, etc. While Sunder Weapon must be countered with a counter-maneuver.
    You are correct.
    No. RAW is "the parried weapon" so you can only disarm the specific weapon that attacked you.
  11. Played the first round of the Seven Samurai. Will be updating this soon with the rest of the session

    Session #5

    Girlfriend (Bobby)
    Her dad (no experience)
    Her mom (no experience at all)

    The first round was only me and my girlfriend. We fought against two white ninjas on map A. We decided that we'd control the ninjas together and have them act as ninjas would. The style evolved to us each controlling the ninja fighting our own characters.

    We begun at the center and ran towards the wooden deck of the building to the north, planning to use our bows. The ninjas approached through the northwestern and southwester fields, respectively. They tried to stay hidden, but we soon spotted them.

    We were confused by the fields. We thought it was impossible to use bows against someone in the field, even if one was aware of them. But we decided it'd make sense to be able to attack them with melee weapons. It seemed like the field should provide some kind of benefit towards shooting. By the time we realized the field was mainly beneficial because one could stealth every turn. Suffice to say, the ninjas weren't very good at hiding during the first game.

    As we retreated the ninjas advanced, throwing shuriken and running at us with their wakizashi. I engaged one in the field and Bobby fought on the wooden deck. The standard reaction turned out to be the dodge thanks to generous counterattacks. After a short while the samurai prevailed, having maimed the ninja to the point of helplessness. One was struck down while the other one managed to run away, still sporting 1 body.

    Lessons learned:
    Samurai are powerful.
    Ninjas need to use tactics.
    Shuriken are very useful for ninja.

    (hold your horses until we're done with the rest of the game!)
    Gebnar likes this.
  12. Yup. The primary purpose of this playtest is to show how character progression can be highly relevant, even without inflating any of the numbers. We want to see if other players get the same feel we do from the new combat talent mechanics. It sounds like we're off to a good start!
  13. Wave 1 is intended to be easy so you can get a chance to learn. Wave 2 shouldn't be too hard either. Wave 3 is going to teach you some lessons. After that, well, good luck. I want to know how far you can get!

    You'll very likely see a red ninja early on and the thought of players facing those fills me with schadenfreude.
  14. Session #5:2

    Her mom
    Her brother

    This time we decided it'd be better to have player controlling only the ninjas. I did it to speed up gameplay as the others learned the ropes. After the session both mom and brother were doing their rounds quickly and had a lot of fun. Before they got into the mindset of actually staying at the table to take reactions they did wander around a bit though. The general principle for samurai combat turned out to be "shoot bow -> drop bow and draw katana -> cut them up".

    Round one.
    Three samurai faced off against three white ninjas. They stood at the bridge connecting map A and B, that we combined for this round. The ninjas began in the fields surrounding, one in each field. The samurai moved westward, quickly discovering the two ninjas hiding there but failing to harm them with arrows. The third ninjas began sneaking up on them while the one in the northwest hid. The southwestern ninja ran up straight at the group as a distraction, striking wherever it could and dodging away when opposed. This went on for a few turns, depleting its stamina to almost 0 while the samurai took no damage. The northwestern ninja rushed across the bridge, but failed to this the samurai, who dodged away. The samurai reacted by promptly pushing the ninja off the bridge into the canal. Meanwhile, the southwestern ninja ran off the road, through a field, hid, and then rushed out to backstab one of the unaware samurai. Succeeding in both the stealth check, sprint check and traversal check the ninja avoided getting stuck in a bush and delivered a devastating blow to brother. The ninja was soon made short work of. The third ninja finally made it to the group and fought back a little while, inflicting minor stamina damage until the collected might of the samurai annihilated it.

    Lessons learned:
    Sneak attacks. Very sneaky. Fields are good.
    Bridges + stairs = deadliest predator.

    Map C has some kind of thing jutting into the water. Stair? pier?

    Do the bridges have handrails?

    Is it possible to jump over the canals? Does this take an action or would it just be a test as part of the movement?

    Fields. How do they work exactly? Do they provide any benefit at all against ranged weapons?

    Shuriken, and makibishi. Rules? (we can't find the specific rules for them in the document. I only use what I remember, ie that they both can be drawn as a free action)

    What does the "heavy*" for the kusarigama indicate?

    Rooftops - ninja highways? Is it beneficial to land in a bush if you jump down?

    Under the white ninja description you spelled wakizashi as wazikashi. Why??

    Would it be considered bad for ninja to flee when to hurt to continue the mission? Do they fight to the death? Why are they attacking the village?

    How does the pond work? Waist high water count as difficult terrain with no fall damage?

    Will there be any benefit in wearing light armor as opposed to heavy? Climbing stuff? Swimming?

    In the case of someone striking a masterful blow against someone who masters a dodge, is all the damage still negated?

    Can ninjas climb over fences? Can samurai climb over fences?

    Next round: One white ninja, one orange ninja and one red ninja.
    Gebnar likes this.
  15. That's a water wheel.

    Sure. They can if you'd like.

    That's part of the skill system. In general, it wouldn't be worth trying to jump 3m+ untrained. That's a really long jump.

    Nope. They just prevent being focused which only means you can always try to stealth in them.

    That's not in the playtest? Hmm. They should have been.

    They make an area within 1m difficult terrain. Drawing and using them is the same action, just like with Shuriken.

    It must be used in 2 hands.

    The grid isn't on the roofs to indicate that it's not used in this playtest. That would require the skill system for climbing, balancing, and jumping.

    White ninjas are dyslexic, which is why they haven't advanced in belt.

    You can have them flee or attack to the death. It's up to you. They're probably cowards, though, since they're attacking a small unarmed village in such force.

    Probably the same as the rice paddy except you kill 1d Koi stomping around in it like a heartless bastard.

    Nope. Even light armor absorbs tons of water and makes swimming difficult. Heavier armor is simply better. The skill system may give heavy armors some penalties for long marches or something, though.


    Up to you. Since the skill system isn't implemented yet, we've been treating them as barriers.
  16. Session #5 round 2


    We only managed one more game, so round two is as far as we've gotten this far. We'll continue at a later date.

    The maps were B and D. One orange ninja, one red ninja and one white ninja teamed up against our three samurai. The samurai quickly headed for the bride in the southern square. An orange ninja was hiding in the southeast field, while the other two were in the fields to the north. The samurai took position just north of the bridge and taunted the orange ninja. The ninja took the bait and ran up the bride, striking at the samurai. Unfortunately for the ninja, this was their plan. The samurai rushed the ninja and promptly pushed it into the river. Such was the fate of orange ninja. The other two met similar anticlimactic ends. They rushed towards the bridge which the samurai now crossed. They then defended the southern bank, peppering the ninja with arrows. The red ninja reached the bridge, and pushed back the defender blocking its path. But it was soon cut down. The white ninja tried to follow suit, but fell on the bridge and we ruled that it ought to test to see if it wouldn't fall into the water as well. The ninja just had to fail that test, and was swept away by the current. The end result was just one single body damage towards the samurai, delivered by the red ninja's counterattack.

    Lessons learned:
    Bridges are still bad.
    Ninja need to be more careful.
    We ought to play with just one of the maps at a time to not give the samurai unfair range advantage.

    Was the ruling to allow the white ninja to fall off the bridge fair?

    Can two people attempt to alert a friend of the same enemy two times in one round? (one alert/person?)
    Gebnar likes this.
  17. Session #6
    Corridor mates:
    Ni (only extensive WoW experience)
    Lo (no experience)
    Vi (no experience)
    Ra (only RPG experience)

    I finally enticed my neighbours to try and see what I've been jabbering on about. We only did play one round, but I hope to do more in the future. I introduced only the basics, saving stealth for the second round. They quickly got into the game and the rounds were going really quickly after only a little while. Ni did express concerns that he didn't think he'd enjoy the game without being able to have a character he cared about though. I assured him that will be part of the essence of the game once everything was in place.

    Instructing the newbies this time I made sure to not include any distracting or confusing elements. This proved efficient, and they would soon have been taking actions entierly without suggestions for manouvers had we only continued a while longer. I really believe the fundamentals of combat in Myth Maker is extremely simple to use once one gets to try them out.

    So far I've only been able to do short sessions with very inexperienced players. I hope to change that and do a longer session some time in the future to really see what happens once a more skilled group face against the more dangerous ninja variety. I'll keep you updated as always. Any additional progress of any one group will come as an edit to its session post.

    Four samurai stood waiting outside the small garden on map B. Ninja approached from the east, southwest and northwest. Vi shot an arrow and hid in the garden. Lo did the same. Ra ran forth and struck against the target of the arrows and Ni did the same, bringing the unfortunate ninja down to 4 body. The same was repeated with all the other ninja. This game featured an absurd amount of misfortune on the part of the ninja, them scoring a total of only one hit while the samurai mastered at least 5 of their attacks. The samurai suffered no serious wounds, easily dispatching all the ninja thrown at them.

    -The system of Action - reaction - movement really is easy to intuit. Nothing complex to keep in mind. Attacking is one of the most efficient actions, and having thaught only that one and that there are more, my players did really well while sometimes attempting more interesting manouvers (like one person holding the ninja while another struck).
    -White ninja really need their stealth!
    -The Ogre battle will probably go home well with this group
    -As will the Battle Royale. They have some tensions to fight out.
    -The 'holster' action is rarely used and very inneficient. It's almost always better to drop the bow and pick it up again later than to sling it across your back.

    One interesting phenomena has appeared in all of my sessions. Players usually start with their bow out, but as soon as a ninja approaches them they drop it and draw their katana. This is reasonable, but it feels like a strange scene to have samurai throwing away their weapons left and right. Is this intended or just a feature of the (quarter sized) map?

    Is it possible to move through a square occupied by a friendly character?

    I've found that while the map provides an interesting tactical element to the game, it does stop me from imagining the scenario in my head. I don't intuitively create a village and picture of the samurai when I look at the map, though I would have if there was no frame aside from narration. Would it be possible to play the game without a tactical overlay, or would the logistics of larger battles become to hard to keep track off to even bother with such a system?
    Gebnar likes this.
  18. We've been discussing movement without a grid (or numbers) for a time now. I don't think you'll see that working by Ogre Battle, but then again, I might be wrong. Sometimes these problems just solve themselves. We definitely do want the theatre of mind to be much more engaging, but we also want to give players the option to use grids and minis. It's been a difficult puzzle to solve, but I think it can be solved.
  19. 1 - Yeah, dropping ranged weapons to draw melee weapons is a good strategy, both in Myth Maker and URL.

    2 - Moving through the space of a friendly character isn't something the rules handle at this time. D&D and a variety of similar games allow free movement through allies, and that's our background, so that's what we've been doing. In reality, moving through a "space" occupied by an ally is not so easy. Spaces in Myth Maker are a bit smaller than in D&D, sort of like a narrow hallway. If you've been in a house with a narrow hallway, you know moving through an "ally's space" isn't exactly trivial.

    Another thing to consider: characters occupy separate spaces even when grappling (if they're the same size). This isn't so much because each of them is in a distinctly separate space. Its because they just don't both fit into a single space together.

    Ultimately, it doesn't matter to us what people do. Play it however is fun for you. If I were to include a rule on this, it would probably treat allies like difficult terrain, and moving through an ally at full speed would require a check from both characters.

    3 - Meta already answered part of this, so I'll just add this: You're free to do theatre of mind already, and much of the tactical play works just fine. One of the more important aspects to keep in play is weapon reach. This can be difficult to keep track of with multiple combatants, however. And if it isn't tracked, many tactics malfunction in weird ways. We'll definitely be working on this.
  20. Session #7

    Me (controlling the ninjas)
    Friend C
    Friend J

    I finally got the time to test a longer session! We made it all the way to round 5! We had quite a bit of fun, not least thanks to a livid fantasy. I'm looking forward to more character customization.

    I kept the explanations short, going only into the action-reaction system, the stats and the 15-target before we started. I saved the stealth mechanic until the second round. We made the assumption that counterattacks would occur before attacks.

    Round 1
    We began the same as always, three samurai and three ninja facing off on map A. The ninja ran at the samurai, who responded with bowfire. Soon one ninja was hurt down to 4 body, and it ran away. The other two failed to inflict any damage, and was also struck down.

    Round 2
    This time I thought it would be proper to bring out the red ninjas for real. Three of them there was, approaching from every direction on map B. The samurai soon found two of them, and they engaged in a melee outside the garden. The ninja managed to strike the katana out of C's hand, but took on a lot of hurt in the process. The third ninja did manage to sneak up on the samurai, and struck J in an exposed joint as she was focused on the other two. The melee turned into a juggling of actions and reactions. Through the means of focused fire and a lot of counterattacks the samurai drove off one ninja at a time. We found that the alert mechanic works rather well on this level. Soon even the last red ninja had to give up and run away. J tried to catch them with a tanto to the back, showing the start of her obsession with knife throwing.

    Round 3
    A black ninja and two green ones were the opposition to the brave samurai this round on map D. Against them stood Mushu the decapitator (J), Ray the loner (C) and Tatsu no tatsu (B). The black ninja came running from the north, and Ray intercepted. Meanwhile Tatsu and Mushu shot at the green ninja approaching from the west. It attempted to throw its kusarigama, but missed. But what Mushu had forgotten was the ninja sneaking up on the other bank of the river. It hit her with the kusarigama and with nothing but a scream he was dragged away by the current (he had already used up his reaction, and he wasn't aware of the attacker). The battle between Ray and the black ninja went evenly, both of them taking a heavy beating. By the end it was decided by a single attack, where Ray counterattacked and finally connected. The ninja never recovered and was soon done for. Tatsu easily finished the other two green ninjas, who didn't manage to connect a single blow after that. They simply spent too much time throwing their kusarigama.

    Round 4
    This time the brown and orange ninja made their apperance. Two brown, one orange and one green ninja approached on map C. The orange ninja stood on the path to the north. The green was in the rice field to the east and the brown in the south. The samurai rushed the orange ninja, who alone didn't stand much of a chance against their combined might. It attempted to parry, but failed. The green ninja never did connect with the kusarigama. The two brown ninja ran up from the south and did manage to sunder Ichihi the faraway arsenal's (J) armour. She retreated to behind her friends and responded by means of bow and thrown tanto. Ray ran out into the rice paddy to face the green ninja and Tatsu struck down the brown ninjas (who were already plenty hurt). The green ninja threw away its kusarigama and managed to get a good hold of Ray. Soon it was strangling her, and she didn't manage to break away. Fortunatly for Ray, Tatsu and Ichiji soon came to the rescue and the green ninja was no more.

    Round 5:
    This turned out to be as far as the brave samurai would make it. They took up position inside the small garden on map B. Surrounding them was 9 white ninjas. The battle went on without too much delay despite the large amount of participants. Ray soon was hurt by a number wakisashis and shuriken wielded by revengeful apprentices. Shuriken out of nowhere hit the gaps in the armour and stamina was soon a scarce resource. A few ninja made it into tbe bushes where we decided all their attacks would be difficult due to obstructing branches. Two made it into the koi pond when they were to hurt to fight. They slaughtered the koi, providing a fitting background to the tragedy of the samurai. Soon Ray was cut down, and after her Tatsu no Tatsu. Three ninja they killed and three more ran away, but at the end the last three had cornered Ichiji by then pond. There she went down wielding her last tanto. Struck down in a last desperate attack. She had already thrown her second tanto (traded with Tatsu for a wakishi).

    We had a lot of fun playing, not least in living through the stories of Ichiji who liked to shoot things despite never being all that good at it, Mushu who survived, Ray who took up moral and tactical leadership of the small group and Tatsu no tatsu whose name is a pun on the word for dragon and "to cut".

    Similarly to moving through a friendly character we wonder what happens if one attempts to attack past a friendly character? It would seem that long rach weapons like spears would be optimal for this situation, but what about bows and katanas?

    I managed to get ahold of some more feedback from my friends. They thought it important to note that it was much more challenging to face a horde of opponents than a small group of elite fighters. This seems to me to be the game working as intended. Is it?

    I also have one more point of concern regarding the stealth mechanic. It works well for the most part, but when the samurai fortified themselves in the garden on map B they were sad to find that they were still struck by sneak attacks now and then. All it took was for an undetected ninja to run around the corner and strike before anyone had a chance to react. This seems strange, since it should be assumed the samurai would be expecting attacks to come from that opening.

    Would it be possible to sneak behind a pillar and then rush someone expecting you to attack them? Even if they hid in a corner with their weapons at the ready?
    #20 Acquaintance, Jan 30, 2016
    Last edited: Jan 31, 2016
    Gebnar likes this.

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