In my first post on TobCon 3, I mentioned we ran into problems with the damage system in 4e. On the surface, it’s cleverly done: you add the Success Levels of the attacker to the damage, and subtract the defenders’ and that gives you a number. Simple, elegant, and reflective of how things went in the round.
But the same system also gets rid of the dreaded whiff of 1 & 2e by deciding a successful hit by an opposed test, so that it can happen even if both sides fail their rolls (the one with the worst Success Levels loses). Unfortunately, this makes calculating damage very complicated very quickly if you are dealing with multiple combatants, as we were. Continue reading
So this was the title of my scenario for TobCon 3. At some point I’ll write it up, but I just want to put my thoughts behind it here, as well as some notes as to how I think it went and what I might do with it, given my experience.
The original idea came from a combination of several which I had brainstormed. I had difficulty working out how any one of them might be developed into a con scenario, and hit upon the idea of using Rough Night at the Three Feathers, which had just been reissued for 4e, as a structure. In that scenario, a whole bunch of separate storylines come together over a fixed period of time. There’s a Keystone Cops quality of escalating problems that I rather like. I figured that by putting the PCs in a limited space and hitting them with a bunch of different storylines over a limited time period, I could combine plotting and PC choice in a one-off that could be done in four hours.
I had the privilege of going to the third TobCon in London at the end of August. Spread out over Saturday and Sunday, I got to play three games and run one.
My own game, Rough Night for a Red Wedding was initially meant as an homage to Rough Night at the Three Feathers, and I’ll have a bit more to say about how that went in a separate post. The three games I played were all packed with great ideas, even though the respective systems didn’t always support the game style as well as they could have.
Last weekend was TobCon, successor to WimCon and, ultimately, TimCon. It’s a great little Warhammer con frequented by long-time WFRP fans, including those behind Warpstone and Liber Fanatica. You can read various people’s reactions to the games they ran and played in (including my games) in the thread here.
Anyway, I ran two games, both Zweihänder, and played two. I’ve talked about the games I played in over in the StS thread I just linked to. Here I’d like to offer some thoughts about the games I ran – the intentions I had, how I felt Zweihänder worked, and how I had to adjust on the fly.