I have to say that your delivery schedule is perfect. Nothing saves a Monday like some fresh new Esoteric Order. Was having a post exam headache (back to college, municipal law course) and nothing was helping. Laid on the couch with a new episode on and was chuckling at your exploits in no time. Fell asleep about an hour in and woke up fresh. Now just chilling and finishing the episode. I may need to restart the Pendragon campaign so I can have your soothing voices in my ears every day for the next few weeks.
Good luck with that law course! Glad we can help out in our own vicarious way...https://www.youtube.com/watch?v=J-qJFnTkKF0
You've got the Pendragon crossover thing sort of going on here, but listening to this, I realize that what I really want is a crossover between this and the Ryuutama game. They just seem like they would fit together.
Yeah, the Pendragon crossover isn't really meant to be any great feature of the game. Just a sort of funny realization that the two settings exist in basically the same continuity.I'd have to ask Schimpff about how Ryuutama could fit in--I know nothing about that game's implied or explicit setting. Falkenstein definitely seems to share a similar sort of energy though, doesn't it?
I just about punched the air when Jen said "I'm playing Wulfram!"my favorite character from GPC
I think I agree with Des that the card method, though interesting, seems a little weird because since it takes the random card draw out of the equation you can be left knowing you can't do anything to a situation until you find a way to reframe what you're trying to do into a card/suit you do have. I think sometimes it's good that players can't interfere in scenes all the time (Damn it people I'm trying to monologue here!) but I can understand their frustration.On the other hand this is the best RPG that has caused the GM to look up the rules for emergent sentience over the course of a game I've ever heard.
I wasn't too happy with the system either, to be honest. It's an alternate, streamlined variation from the Comme Il Faut supplement. I might go back to the original rules for future sessions. The problem there is that they're much more beholden to crunchier system mechanics, which sounds a sour note with the looser, more narrative feel the game's trying to evoke. Falkenstein is very much a transitional, "proto-indie" game, so it's not totally there in terms of mechanical coherence and innovation.
Edit: "I wasn't too happy with the system either..." as it played at the table.
lets say you had all four twos. In theory, you couldn't do anything at all in any moderately dangerous/skillful situation.That said, I do like the dueling. I think that can be its own game altogether.I also don't get why physique and athletics are two separate skills. You can be strong but not a lifter or runner? Thats kinda weird.Also, Jen should've put 'great' for her wealth skill, being a dragon and all ;)Lastly, you described the cape and black hat, and the way he led off the lady, and I thought. "OMG, the villian is a mesmerist! That's PERFECT for this time frame." It wasn't quite the case, but I suggest you consider a good manipulative mesmerist for a future villain
That's my theory as well. It seems like a partial success should be matching/beating value or matching suit, whereas a full success is matching value and suit. That or your rank in a skill means you can draw that number of cards when you face a challenge, and also if you want use a card from your hand instead (and add the one you just drew to your hand).Most systems separate physique and athletics explaining it as the difference between a weight lifter and a sprinter, which I honestly have no trouble with. You get to fight the monster or run. Not both.