LifeLines

General Category => General Discussion => Topic started by: Freebird on December 04, 2017, 04:58:05 AM

Title: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on December 04, 2017, 04:58:05 AM
Hi everybody, if you don't know, this is Ethan Cordray. I'm in the process of writing a conversion/adaptation of Red Markets, moving the setting to historical 1350's Europe in the wake of the Black Death. I'm super excited for this project, and I figured I'd share my progress and solicit input and feedback from the community.

As of now, I don't know whether my goal is going to be something I can pitch to Caleb as an official supplement, a third-party licensed published book, or just a big ol' exercise of those sweet sweet Creative Commons BY-NC-SA rights that ends up as a plaintext PDF. But anyway, I've decided I'm not going to put off writing while I figure that out.

So this thread is where I'm going to put project updates, and listen to any feedback you'd like to share about what I'm putting together. Enjoy!
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: TRNSHMN on December 04, 2017, 10:16:38 AM
Is it purely historical, is it still zombies, or is there another fantastic element to it?
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: theblazeuk on December 04, 2017, 11:32:40 AM
I'll be watching! My first question: Other than the black death, what will be the threat - what takes the place of the C's as enemy combatants?

PS If you are not aware of it, the 2000AD series 'Defoe' about a Leveller turned Zombie-Slayer (with aid from Isaac Newton) might be of interest to you https://en.wikipedia.org/wiki/Defoe_(comics). It's not the best 2000AD strip in execution or dialogue but the ideas are cool and opened me up to the Levellers - though of course a century or so past your setting :)
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on December 04, 2017, 06:38:41 PM
Good questions! As a default, I'm including zombies. The Blight replaces the real-life bubonic plague as the pathogen in the Black Death. So there are tons of zombies. Instead of Vectors and Casualties, I might use the terms Red Lepers and Black Lepers (or something like it) to describe zombies in historically appropriate terms.

However, I'm also planning to describe a new axis of play modes, to go along with Boom and Bust: what I'm currently calling "Tight" and "Loose," referring to how much your game cares about historical realism. So a very hardcore Tight game could have no zombies at all, and just play with the actual historical reality of medieval life.

A game could have any combination of Boom and Bust with Tight and Loose. I'm planning to have examples of media sources that exemplify the various combos. For example, the movie A Knight's Tale (http://www.imdb.com/title/tt0183790/) is super Boom/Loose. The movie Black Death (http://www.imdb.com/title/tt1181791/) is more Bust/Loose. Bernard Cornwell's The Grail Quest (https://en.wikipedia.org/wiki/The_Grail_Quest) series is more Boom/Tight, and Karen Maitland's Company of Liars (https://en.wikipedia.org/wiki/Company_of_Liars) is Bust/Tight (as far as I can tell; I haven't read it yet).
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on December 04, 2017, 08:30:18 PM
I'll start with a basic description of the concept, sort of my draft pitch as of now:

Red Markets uses the zombie apocalypse to examine economic horror in the contemporary world. But economic horror has been present throughout human history. What's more, the zombie apocalypse narrative trope draws upon deep fears of contagion, violence, and global-scale catastrophe that come from real, lived trauma experiences in human history.

Probably the closest real thing to a zombie apocalypse that has happened to Western civilization was the Black Death in mid-14th century Europe. In just a few years, the great plague killed around 50% of Europe's entire population. In most locales, the deaths came in the course of just a few cataclysmic months. The Black Death is, in many ways, the prototype or model of the zombie apocalypse narrative.

And just like the Crash in Red Markets, the Black Death was as much an economic catastrophe as a physical one. The agricultural basis of the medieval European economy was in shambles. Lines of inheritance, political power, and religious authority were suddenly severed. Immemorial assumptions about the stable relationship between labor, capital ownership, and production were shattered. Conceptions of personal identity drawn from established rules of social class were disrupted. And for the foundering and desperate survivors of the reaper's scythe, their world had become a noxious landscape of privation and chaos -- but one where, suddenly, any form of life might be theirs for the Taking. Sounds like a proper campaign setting to me.

Red Markets: Black Death is, in one sense, just an alternative "nerd troping" of the economic horror idea. It uses the conventions of medieval historical narrative to drive its poverty simulator. But it also can be a “de-troping” of economic horror, encouraging players to examine the historical realities of 1300’s economic and social life, and to think through how extreme disruption reveals both the similarities and differences between that world and ours. A new axis of play modes, “Tight” vs. “Loose,” describes how much a game group chooses to focus on true historical accuracy or present-day pseudo-medieval stereotypes (and combines with the Boom/Bust axis to describe a variety of game styles).

Many rules adjustments direct the game toward embodying its medieval setting. New skills, new forms of NPC relationships, new retirement goals, and new character creation options all help distinguish 14th century Takers within their world. But the core Profit System keeps everything directed toward the experience of scarcity, urgency, and risk. It is still very much a game of Red Markets.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Dadalos on December 05, 2017, 04:45:02 AM
not sure if you may or may not find this useful, one of my first posts on LifeLines was kind of a sudo analysis on the blight, and one of the comparisons I used was in fact the black plague. http://www.redmarketsrpg.com/LifeLines/index.php?topic=264.0 (http://www.redmarketsrpg.com/LifeLines/index.php?topic=264.0)  its a bit number crunchy / theory-crafty with some loose rounding and several variables  haphazardly  juggled but like i said you might find some use in it. On another note after a particularly brutal night in CK2 I can attest to how messed up just the normal black plague was. 50%? phh I lost closer to 65% of my 300-380 pop dynasty and what was left took a while to shape up... but back to the topic at hand, obviously in such a setting theres going to be a culling of tech, a lot of 'niceties' such as suppression and blood testing kits arnt going to be a thing for a more dark-ages approach. no some things are adaptable for sure and some things wont need any fixing such as the pets. the loss of guns will be brutal in the setting as one of the only advantages takers have against vectors and C's is the ability to reach out and touch them at range. also in ye old gooden days as you pointed out a bit of yourself after this hit banditry is going to be a marketable threat beyond what was to be expected. That and the average person wouldn't have ready access to say a horse and cold steel, but perhaps thats a bit to much 'during the fall' concern as opposed to 'years later' when a taker groups been established as a thing.

I am readily interested in this project and am more then willing to loan out my grey matter if you want a sounding board or another set of eyes to chew on  something else or other.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Laughing Penguin on December 05, 2017, 08:37:11 PM
a lot of 'niceties' such as suppression and blood testing kits arnt going to be a thing for a more dark-ages approach

Depending on how 'loose' you go (to use the now-official term) you could maybe come up with some versions. Leeches were common forms of 'medicine' around that time, perhaps a leech reacts in a specific way to blight-infected blood? If so, there's your blood testing kit, in a slightly more disturbing form. Maybe blood 'cleaned' through a particular leeching process then mixed with certain humours can be re-administered to trigger a partial turn, stopping full infection, acting as a low-tech Suppressin. Or just outright bleeding at the hands of a skilled Barber at the crucial moment can remove enough of the blight-infected blood to stop it from taking complete control to the same effect. What passed for medicine back then was pretty terrifying. You could also have dogs or similar animals trained to sniff out infectionto act as a sort of blight detection (watch out for false positives from friendly pooches!)

Going even looser, if the Blight has a genuinely supernatural origin, perhaps certain rituals or holy items can halt a full infection, causing Latents? Maybe holy relics can detect strains of the blight as well?
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Pixie on December 05, 2017, 11:04:02 PM
I really hope this will appear as some APs.

Who do you think Ethan's gonna inflict the playtest on?  ;D

It'll show up on Tech Diff eventually. Depends on whether it's a one-shot or campaign — our backlog for campaign episodes is a little crazy right now.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on December 05, 2017, 11:40:31 PM
Thanks for the encouragement, y'all!

Good questions about the possibilities of testing for infection. I really like the leech idea, maybe that could represent an extremely crude method of blood testing. I'm planning on trying out my "split rolls" rule variant to introduce more uncertainty in infection rolls.

In the default level of tightness, I'm pretty sure Suppressin won't be a thing. Latents and Immunes certainly will be, though.

And yeah, the lack of firearms is gonna be bruuuuuuutal. Archery skills and crossbows are gonna be in very high demand.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: theblazeuk on December 06, 2017, 12:37:13 AM
Try getting a reliable headshot with a bow and arrow  :-\

I am hoping for some gnarly healing mechanics! I am torn between wanting a cool supernatural medieval plague of the undead, and a more prosaic world where the zombies are the only really weird things and mundane solution are still reached, e.g. Leeches.

Vectors will be hell... and of course I hope for plenty of misguided superstition and destructive persecution of scapegoats.

My question: given the nature of the economy back then, what will Takers...take?
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Dadalos on December 06, 2017, 03:00:18 AM
In the default level of tightness, I'm pretty sure Suppressin won't be a thing. Latents and Immunes certainly will be, though.

one thing to note is that immune will need a bit of a rework if suppression not part of the setting, the walking retirement thing is kinda integral.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on December 06, 2017, 03:56:28 AM
Getting in good with the Church authorities is one of the new retirement social currencies. Build up your Piety score, and you might be able to find yourself a nice cushy spot in an abbey.

I'm thinking that I probably don't need the concept of homo sacor in RMBD. Just a lack of any family, land, and capital is enough to make you need to be a Taker. I'm not planning on having quarantine zones or a Recession/Loss divide, either. Things are tough all over. Good points, though, since I haven't thought through all the implications of that yet.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Dadalos on December 06, 2017, 04:49:43 AM
Getting in good with the Church authorities is one of the new retirement social currencies. Build up your Piety score, and you might be able to find yourself a nice cushy spot in an abbey.

I'm thinking that I probably don't need the concept of homo sacor in RMBD. Just a lack of any family, land, and capital is enough to make you need to be a Taker. I'm not planning on having quarantine zones or a Recession/Loss divide, either. Things are tough all over. Good points, though, since I haven't thought through all the implications of that yet.

heh, talking about this just hammers home just how much CK2 ive invested in... as for the church I see them taking the roll of the DHQS: Templars / citadel forts / centralized ruler ship / ... education  / medicine / money... also that kinda works well for the 'steward' background, an inquisitor for the church caries some significant weight. also it might be worth mentioning that around this time it takes about 1 square mile of land farmed by around 60 people through the year to produce enough food for 180 people ( 120 if the farmers feed themselves first...), and I do like the idea of leaches being used as sudo blood-test. perhaps they dont even latch onto the infected... cannon states animals avoid the blight as its toxic and they know it.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: theblazeuk on December 06, 2017, 12:17:11 PM
The Immune = Living saints among us OR the witches that brought this plague upon us, depending on how the churchfolk feel about you :)
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on December 06, 2017, 09:14:07 PM
The Immune = Living saints among us OR the witches that brought this plague upon us, depending on how the churchfolk feel about you :)

Heh heh, yeah, that's about right. The more interesting question is the theological views surrounding Latency, and whether Vectors are responsible for their sins.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on December 06, 2017, 09:39:12 PM
Here's my current outline of things to write. I'm sure there's more that I haven't put together yet. I'll add to it as I go.

RM Black Death Outline

1. Pre-Plague Setting Information

Economics
  Feudalism - distributing capital control in exchange for loyalty
  Manors, agriculture and serfdom
  Property and inheritance
  Towns, trades and specialists, guilds
  Finance, usury, and commerce
Social Arrangements
  Gender roles, marriage, family
  The Estates of society: nobility, clergy, commoners, serfs, burghers
  Loyalty, hierarchy, and order
  Minorities and outcasts
Religion
  The Church: authority, hierarchy, and discipline
  Church property, wealth, and political power
  Doctrine, tradition, learning, and scholarship
  Religious orders
  Popular movements, itinerant preachers, heretics
  The economics of piety
    Tithing
    Charity
    Benefices
    Indulgences
    Simony
Languages, Literacy, and Latin
  Literacy was usually restricted to Clergy and (some) Nobles
  Latin was the language of law, religion, politics, scholarship, and history
  Common vernacular languages recorded commerce, some law, day to day political affairs and letters, and some new literature
  Local dialects were typical for commoners
Warfare and conflict
  Titles and claims of nobility, competition
  Knights, allegiance, chivalry, and glory
  Common soldiers, mass armies, conscription and mercenaries
  Castles and fortifications
  The economics of chivalry
    Fiefdoms, military obligations, and scutage
    Conquest and capital
    Plunder
    Ransom
    Political Marriage and Courtly Love
Historical Situation
  The Hundred Years’ War (England vs. France)
  The Avignon Papacy
  The Holy Roman Empire (Imperial claims in Italy, conflict with France
  The Hansa (Lübeck and the guild trading leagues)
  The Italian City-States
  Holland: The Hook and Cod Wars

2. New Rules
New Skills:
  Literacy (INT)
  Languages (and Latin) (INT)
  Ride (replaces Drive, a SPD skill instead of ADP)
  Professions: (see Canterbury Tales & Decameron)
  Melee Weapon Specializations: only required for Upgraded weapons (except bows, crossbows, firearms)
New Character Creation Packages: Original Estates
  Laboratores (Commoners): +1 ADP, +1 Profession (in a craft skill), +1 free skill point
  Oratores (Clergy): +1 INT, +1 Literacy, Latin for free
  Bellatores (Nobles): +1 STR, +1 Melee, one free weapon specialization
  Mercatores (Merchants): +1 CHA, one free language, +2 starting Bounty for gear
New NPC Relationship: Retainers
  Retainers function similar to Contacts, but with some qualities of Dependants
  Retainers require regular Bounty for Support (like Dependents), and can be tasked with various duties and missions (for   automatic success, like Contacts)
  Some gear requires one or more Retainers in order to be purchased, such as full armor and cavalry equipment
New Reputation Currencies: Glory and Piety
  Glory - chivalric reputation for military prowess and loyalty
  Piety - religious reputation for good works and devotion
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: theblazeuk on December 07, 2017, 12:19:21 AM
Might I suggest you don't need to take the Stokesian approach to the size of your work  :P Part 1 feels like a medieval studies syllabus just from the outline and even a dozen words on each will leave you a massive word count.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Dadalos on December 07, 2017, 01:53:49 AM
*Languages, Literacy, and Latin ect could be summed up in a kind of 'education' skill (int) instead of breaking them into separate things.
*ride was covered on the horse gear entry. Profession animal handling or something determined by the market.
* Melee Weapon Specializations: only required for Upgraded weapons (except bows, crossbows, firearms) :  the only reason that i can disagree is that while most of the common folk served in some form of army as red-shirt cannon fodder most dident get the dedicated training required for proficiency. with perhaps the exception of the British and the bowmen they are quite renowned for. and the specializations conceivably still apply but for just a different reason then is standard for RM. in this case its because the nobility dident want a well armed serf revolt come tax season.

I like the retainers option and may include that as a base rule for my next RM as a default... fewer names for my group to forget the better and the more invested they are.

ck2 : nobles care for prestige, clergy cares for piety, everyone cares about gold.

so far its looking great, I look forward to seeing more of it develop XD.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on December 07, 2017, 05:57:50 PM
Might I suggest you don't need to take the Stokesian approach to the size of your work  :P Part 1 feels like a medieval studies syllabus just from the outline and even a dozen words on each will leave you a massive word count.

Since I want to empower people to run a Tight campaign without having to read as many books as I'm reading, that section's gonna be pretty long, yeah. :)

*Languages, Literacy, and Latin ect could be summed up in a kind of 'education' skill (int) instead of breaking them into separate things.
Maybe that would work better, but speaking languages and reading documents were separate skills in the Middle Ages, and Literacy was a much more complicated issue in the pre-printing age. We'll see whether that's too granular for play.

Quote
*ride was covered on the horse gear entry. Profession animal handling or something determined by the market.
I think it's probably best to make it its own full-fledged skill for RMBD, since it's pretty much the only method of active locomotion besides walking. Much like Drive, you can still ride a horse without Ride, you just can't do anything tricky or dangerous.

Quote
* Melee Weapon Specializations: only required for Upgraded weapons (except bows, crossbows, firearms) :  the only reason that i can disagree is that while most of the common folk served in some form of army as red-shirt cannon fodder most dident get the dedicated training required for proficiency. with perhaps the exception of the British and the bowmen they are quite renowned for. and the specializations conceivably still apply but for just a different reason then is standard for RM. in this case its because the nobility dident want a well armed serf revolt come tax season.
I gotta be honest, I've never liked the specialization rules when it comes to weapons. It makes more sense to me for a specialization to grant extra bonuses above normal proficiency, rather than being a gatekeeper against basic use. And from a gameplay perspective, since pretty much everybody is going to want a melee weapon, requiring specializations would basically be a flat 1-Bounty tax on every character instead of actually distinguishing characters from each other.

Thanks for the feedback!
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Dadalos on December 07, 2017, 08:04:53 PM
Thanks for the feedback!

thats what were here for XD,

* Its probably to granular of a distinction for most groups to make (mine would prefer the education route) but that plays into the boom bust loose tight rule sets.
* I agree with the ride = drive conversion just playing devils advocate to point to all the options.
* as for the weapon specialization it seems reasonable to have the cost attached as a gateway to represent what you gave up in exchange for skill, anything that's ubiquitous in skill such as driving in the modern day anyone can do sure, but for difficult things there's the drive skill and its for things that normal people dont run into on a day to day basis. in regards to weapons the way Ive always seen it is that sure anyone can pick up a sword and swing it at something, but to do so in an effective manner requires training, one reason Knights were so expensive to maintain was the years and years of training they received.

that actually could be reasonable a workaround, one of the background 'classes' could be some form of military man with the training to justify the hand-wave.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on December 07, 2017, 09:40:04 PM
* as for the weapon specialization it seems reasonable to have the cost attached as a gateway to represent what you gave up in exchange for skill, anything that's ubiquitous in skill such as driving in the modern day anyone can do sure, but for difficult things there's the drive skill and its for things that normal people dont run into on a day to day basis. in regards to weapons the way Ive always seen it is that sure anyone can pick up a sword and swing it at something, but to do so in an effective manner requires training, one reason Knights were so expensive to maintain was the years and years of training they received.

that actually could be reasonable a workaround, one of the background 'classes' could be some form of military man with the training to justify the hand-wave.

I'm already planning that, with the Bellatores background, which gives you one free specialization.

I'm still planning to require specialization for archery and early firearms. The reason I don't like the normal specialization rules for melee weapons are that I think:

1. They discourage character build diversity by making it twice as expensive to build certain types of characters than it is to build others, when the mechanical benefits for investing in the specialization are marginal at best. In normal Red Markets it sort of makes sense to push everybody toward the optimal combat toolkit (i.e. fully-upgraded rifle, freebie club for melee backup), but I want more melee weapon diversity in RMBD since that's mostly the only kinds of weapons there are.

2. I think RAW are unrealistic in how they assign specialization to certain things and not to others. E.g. shooting a handgun with tactical effectiveness is at least as "specialized" as learning how to use a sword effectively, but it's not treated as a specialization in the rules.

3. If all specialization does is allow you to use a piece of gear like you would any other one, it doesn't feel "special" to have a specialization. It just feels like a normal skill that you're paying double for.

Having specialization unlock the upgrade benefits for having a really *nice* sword seems like a more exciting game benefit.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Dadalos on December 08, 2017, 12:26:00 AM
I'm still planning to require specialization for archery and early firearms. The reason I don't like the normal specialization rules for melee weapons are that I think:

Having specialization unlock the upgrade benefits for having a really *nice* sword seems like a more exciting game benefit.

it actualy make quite a bit of since to have it on the melee weapons and not the ranged. theres a reason guns became so popular after all, similar to the advent of the crossbow over the long/short bows. and the prime reasons in modern times why more people dont use swords. and I agree that its kinda lame that there is such a bias to everyone running the same kit but in a way its almost Darwinian, the kits that work get used more. it MAY be interesting to see if theres any shift if you removed the specialization cost but id be willing to be that the majority would still favor ranged options.

in the time period your going for long bows were a massive factor in the downfall of the noble knight era warfare as for the same price of 1 knight someone could field many times more bowmen who at range no less were more effective, add in the crossbow which required less training... if memory serves the pope actually banned the use of the cross bow as a weapon of mass destruction. https://h2g2.com/edited_entry/A2866061 (https://h2g2.com/edited_entry/A2866061)

ps : just re-read this and noticed how it might be taken as condescending / aggressive / antagonistic which was totally not the intent, Im more or less playing devils advocate to an issue I myself have with the setting in the lack of diversity with justifications ive had to face myself in my own games.  ;) .
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on December 08, 2017, 05:44:14 PM
I'm still planning to require specialization for archery and early firearms. The reason I don't like the normal specialization rules for melee weapons are that I think:

Having specialization unlock the upgrade benefits for having a really *nice* sword seems like a more exciting game benefit.

it actualy make quite a bit of since to have it on the melee weapons and not the ranged. theres a reason guns became so popular after all, similar to the advent of the crossbow over the long/short bows. and the prime reasons in modern times why more people dont use swords. and I agree that its kinda lame that there is such a bias to everyone running the same kit but in a way its almost Darwinian, the kits that work get used more. it MAY be interesting to see if theres any shift if you removed the specialization cost but id be willing to be that the majority would still favor ranged options.

in the time period your going for long bows were a massive factor in the downfall of the noble knight era warfare as for the same price of 1 knight someone could field many times more bowmen who at range no less were more effective, add in the crossbow which required less training... if memory serves the pope actually banned the use of the cross bow as a weapon of mass destruction. https://h2g2.com/edited_entry/A2866061 (https://h2g2.com/edited_entry/A2866061)

ps : just re-read this and noticed how it might be taken as condescending / aggressive / antagonistic which was totally not the intent, Im more or less playing devils advocate to an issue I myself have with the setting in the lack of diversity with justifications ive had to face myself in my own games.  ;) .

It's fair enough, I didn't take your perspective as antagonistic. :)

It's more a matter of what experience I would like the rules to facilitate: that there should be a real difference between a swordsman and a guy with a sword, but that difference should be that the swordsman is more effective and cool, not that only a trained swordsman should ever touch a sword.

And I might not have made it clear above, but I'm keeping the specialization rules as-is for archery. That really is a gateway skillset.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Dadalos on December 08, 2017, 07:52:07 PM
cool cool, if im able to get my crew to do another round of RM instead of DnD ill try and run a play-test of this. though I might simplify it as I doubt they would appreciate the level of detail that we enjoy  ;D.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on December 08, 2017, 08:25:43 PM
cool cool, if im able to get my crew to do another round of RM instead of DnD ill try and run a play-test of this. though I might simplify it as I doubt they would appreciate the level of detail that we enjoy  ;D.

Super cool!
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: CodeBlue on December 29, 2017, 10:55:08 AM
interesting idea, I think it is safe to say that archery at least wouldn't be considered a specialization.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: jamesdigriz on January 12, 2018, 06:03:35 AM
Great minds or something here. Was thinking down similar lines with tweaking red markets for the same time period.

The biggest thing I saw as an issue for player characters was the idea that communication just isn't really there. Towns are far enough apart that things can often go vector, go cold and shamble into the next town to start the whole thing over again.

I think one of the ways to shift the balance is that melee options that protect you from bites and infection are more common, but more modern things (like medicine and first aid) are not as available.

I totally think this is doable, and would love to see where you take this.
 
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on January 12, 2018, 05:44:29 PM
Thanks! Yes, communication is much more localized, medicine is much less capable (though maybe not as much as the stereotypical impression; first aid techniques were okay, especially in the context of violence and warfare), and basic melee combat skills were much more widespread.

I'm thinking of adjusting the operation of the Blight slightly, so that Vector activity isn't always guaranteed. Sometimes you go Vector, but sometimes you just die from the Blight and revive as a Casualty. That would make for a more plausible survival of humanity, and also potentially introduce an additional moral quandry about what to do with Blight victims.

I'm planning on doing a first playtest with Tech Diff next weekend, so we'll see how it goes from there!
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on January 23, 2018, 04:07:44 PM
The playtest went very well! We had a lot of fun, and I got really good notes and feedback on the game.

I'm attaching one of the pregens that I made, so you can see the current version of the character sheet.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on January 23, 2018, 04:19:45 PM
Also, here's an outline of all the rules variants we played with in this test:

Existing Rules Variants:
  Permanent Injury (p. 282)
  Random Damage (p. 281)

New Rules
New Skills:
  Literacy (INT) - comprises both reading ability and overall academic study. Replaces Research.
  Languages (INT) - All Takers speak their native language for free . Use this skill for additional languages. Skill points in each language are bought separately from each other.
  Ride (SPD) - riding horses. Replaces Drive, and is a SPD skill instead of ADP.
  Craft (ADP): refers to trades requiring physical training or dexterity, e.g. blacksmithing, weaving, carpentry, etc.
  Professions (INT): now refers specifically to INT-focused professions, e.g. bookkeeping, law, scribing, alchemy, etc. (see Canterbury Tales & Decameron)
  Melee Weapon Specializations (STR): Melee weapons do not require specializations to use. A Specialization allows a wielder to add the amount of the Specialization to their damage rolls. No Specialization can exceed the Melee skill.
Archery (SPD) - replaces Shoot.

New Character Creation Packages: Original Estates
  Laboratores (Commoners): +1 ADP, +1 Craft (in one specific craft), +1 free skill point
  Oratores (Clergy): +1 INT, +1 Literacy, +1 Language: Latin for free
  Bellatores (Nobles): +1 STR or +1 SPD, +1 Melee, one free weapon specialization
  Mercatores (Merchants): +1 CHA, one free language, +2 starting Bounty for gear

New NPC Relationship: Retainers
  Retainers function similar to Contacts, but with some qualities of Dependants
  Retainers require regular Bounty for Support (like Dependents), and can be tasked with various duties and missions (for automatic success, like Contacts, or rolled success on difficult tasks)
  Some gear requires one or more Retainers in order to be purchased, such as full armor and cavalry equipment

New Reputation Currencies: Chivalry and Piety
  Chivalry - noble reputation for military prowess and loyalty
  Piety - religious reputation for good works and devotion
  Each five points of earned Chivalry/Piety lets the Taker add one point of Score to that reputation.
  Rep Scores can be rolled like social skills to influence NPCs, etc.
  Each point of Rep Score has an associated cost (Piety=Charity, Chivalry=Largess). This cost must be paid at the end of every session, or else the Taker will permanently lose one point from that Rep Score (points may be re-earned as usual).
  Rep Scores can be used as Retirement goals. Typically, achieving a +3 Score in one category is a milestone.

Infection Rolls Variants: split rolls and Black vs. Red Death
  Split rolls: There is no reliable test for Plague infection. Infection rolls are normally done secretly by the Market. However, a trained physician with leeches can assess the likelihood of infection from a bite. In this situation, use a “split roll.” The Taker rolls the Black die and sees the result. The Market rolls the Red die and secretly notes the result. The Taker thus knows the rough odds of whether they are infected, but can never tell for certain (until they develop symptoms).
  Black vs. Red Death: On a failed infection roll, note the oddness or evenness of the Red die. On an odd Red, the victim turns Vector as per the standard rules. On an even Red, the victim seems to die normally from the infection, but will rise as a Casualty after a period of Torpor.

Gear
  Gear list needs thorough revision and expansion. TO DO

Armor
  Two armor types: Light and Heavy
  Light armor works like normal RM armor, but it is not In Demand.
  Heavy armor works like light armor, but adds flat damage reduction, with more upgrades for further DR. It requires high upkeep and Retainers to use, though
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: theblazeuk on January 24, 2018, 10:56:29 AM
Cool - I really like the 'split' of the infection 'test'.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on February 19, 2018, 05:02:06 PM
The playtest went really well. The idea of the reputation scores seems to be a real high point, and I'm looking at a tweak or two to get them more fully integrated into the Profit system.

I might rethink the character creation Original Estate packages a bit, maybe give them a little more flexibility.

I need to playtest the effect of armor in combat more. In the only major fight, Adam rolled like nuts and killed his opponent on a single hit.

You can ask the other Tech Differs, but I think the overall setting is super effective.

Oh, the new variation on what happens to Plague victims had a fun effect: a mass grave of buried Casualties suddenly writhing to life when a church bell sounded.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on February 19, 2018, 09:52:53 PM
That sounds like a fantastic effect. The bell tolls for thee! And then the graveyard empties.

Will an Black Death RM AP be in the future for Tech Diff? I'm listening to 10K Lakes and still have not finished Reformers yet.

The Black Death setting sounds like a fun listen to.

It could be, as soon as March for the recording of the first playtest! But that depends on the results of our monthly one-shot poll for our Patreon backers. You could help them make that decision... (https://www.patreon.com/techdiffpodcast)
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: SoCal Sweetheart on March 14, 2018, 01:27:53 AM
This sounds very cool!
I proposed a Dungeon Crawl variant on Red Markets to some of my players but we haven't tried it yet.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Dadalos on March 14, 2018, 07:19:14 PM
Dungeon Crawl seems to be a natural evolution for my group as well. but we havent tried it out ether. might be fun to do.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Pixie on March 19, 2018, 11:41:54 PM
We haven't released the episode yet, and the YouTube recordings are for Patrons to listen along to as we record. Please take down the post.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on May 16, 2018, 01:58:10 PM
Now we've released the first episode! For your listening enjoyment:

https://www.technicaldifficultiespod.com/episodes/2018/5/12/red-markets-black-death-playtest-1 (https://www.technicaldifficultiespod.com/episodes/2018/5/12/red-markets-black-death-playtest-1)

We're planning to play again this Saturday, tell us what you think!
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Laughing Penguin on May 18, 2018, 02:41:55 PM
Listening now, I like a lot of the rules you came up with to adapt to the setting. Driving home from work with it on, I did wonder why you didn't make retainers more like the animals/drones from the current rules. You could have a base upkeep (i'd think 2 instead of 1, since proper outfitting and training would require more resources than a child sitting at home) and then buy upgrades to allow for the varied functions a possible retainer might have. At base the retainer could take basic actions in the way that some of the animals would, have a base carrying capacity of one Haul, and possibly with one 'free' upgrade to define his role. Then you can specialize them with other upgrades to serve other purposes. Give them the standard 10 'charges'/wounds that can be refreshed with rations, and otherwise mechanically take cues from what's in the rules.

Some ideas for upgrades to reflect the training they would have:
Squire - allows the purchase of heavy armor (and other special items you had listed as needing a retainer for)
Hardy - Buys an extra Haul of carrying capacity (can be purchased multiple times)
Skilled/Learned - retainer has a skill/craft of 1 that they can roll for (like having a personal blacksmith or scholar as a retainer)
Industrious - allows the retainer to take a work action while the crew looks for contracts
Hunter - Retainer can gather d10 of rations every day from hunting local game
Combatant - allows the retainer to use more than base clubs as weapons to aid in combat/allows then to participate in combat at all when not desperately needed to survive
Scout - allows the retainer to operate ahead of the crew and make Awareness checks in the area at a +2
etc....

All that said, i hope you share more of the rules you came up with, I'd love to get a better look at them. Really interesting mod to the system!
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on May 18, 2018, 05:03:09 PM
Listening now, I like a lot of the rules you came up with to adapt to the setting. Driving home from work with it on, I did wonder why you didn't make retainers more like the animals/drones from the current rules. You could have a base upkeep (i'd think 2 instead of 1, since proper outfitting and training would require more resources than a child sitting at home) and then buy upgrades to allow for the varied functions a possible retainer might have. At base the retainer could take basic actions in the way that some of the animals would, have a base carrying capacity of one Haul, and possibly with one 'free' upgrade to define his role. Then you can specialize them with other upgrades to serve other purposes. Give them the standard 10 'charges'/wounds that can be refreshed with rations, and otherwise mechanically take cues from what's in the rules.

Some ideas for upgrades to reflect the training they would have:
Squire - allows the purchase of heavy armor (and other special items you had listed as needing a retainer for)
Hardy - Buys an extra Haul of carrying capacity (can be purchased multiple times)
Skilled/Learned - retainer has a skill/craft of 1 that they can roll for (like having a personal blacksmith or scholar as a retainer)
Industrious - allows the retainer to take a work action while the crew looks for contracts
Hunter - Retainer can gather d10 of rations every day from hunting local game
Combatant - allows the retainer to use more than base clubs as weapons to aid in combat/allows then to participate in combat at all when not desperately needed to survive
Scout - allows the retainer to operate ahead of the crew and make Awareness checks in the area at a +2
etc....

All that said, i hope you share more of the rules you came up with, I'd love to get a better look at them. Really interesting mod to the system!

Those are some really good ideas, Laughing Penguin. I'll take a look in that direction in the next playtest (this Saturday!). That said, I do want there to be some mechanical distance between Retainers and gear, as the Medieval relationships between a retainer their boss was more complicated and interpersonal than what the gear mechanic typically encourages. They do have their own free will and agency, even more so than a dog (in most cases!).
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: CodeBlue on May 19, 2018, 02:06:02 PM
well done, loving this take on things, also kudos to Penguin for the upgrade ideas.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on May 25, 2018, 02:57:13 AM
Update: we ran a second playtest last week, with the same Taker crew as the first session, plus one new player (a stealthy archer!). It seemed to go very well! There was a greater emphasis on combat and Humanity damage this time around.

A few changes:

1. I've renamed the points system for Reputations, with Minor and Major points. Five Minor points earn you one Major point, wich is what you can roll for reputational interactions. I'm really liking how this system is working.

2. Archery is effective in combat, and definitely provides tactical options that melee combat doesn't. I'm thinking the particular weapon upgrades might still need a bit of balance, as fully upgraded swords and warhammers are still *crazy* good.

3. Armor seems to be worth buying and maintaining. Still needs some playtesting to dial in the exact amount of benefit and upkeep

4. We had some use of leeches, and split infection rolls. I really liked the tension and uncertainly that the split rolls added to the game, and the players said they loved the idea.

5. More of a general Red Markets note, but this game we found out what it looks like when the Market secretly rolls just a single round on Negotiations! Fortunately it worked out well enough for our poor Takers, thanks to good rolls and good tactical choices.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Dadalos on May 25, 2018, 04:38:08 PM
2. Archery is effective in combat, and definitely provides tactical options that melee combat doesn't. I'm thinking the particular weapon upgrades might still need a bit of balance, as fully upgraded swords and war-hammers are still *crazy* good.

3. Armor seems to be worth buying and maintaining. Still needs some play-testing to dial in the exact amount of benefit and upkeep

on point 2 the hammers and swords need to be 'crazy' to keep up with the ranged options. even in other systems where there's an option for range vs melee range is almost always the better option with the exception of situations where your forced into cramped quarters.

on point 3 id be interested to hear how well shields are playing into it (with or without other armor), Ive found them to be dubiously beneficial in RM, but would love to hear about their effect in a slightly altered setting.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on May 30, 2018, 10:53:52 PM
2. Archery is effective in combat, and definitely provides tactical options that melee combat doesn't. I'm thinking the particular weapon upgrades might still need a bit of balance, as fully upgraded swords and war-hammers are still *crazy* good.

3. Armor seems to be worth buying and maintaining. Still needs some play-testing to dial in the exact amount of benefit and upkeep

on point 2 the hammers and swords need to be 'crazy' to keep up with the ranged options. even in other systems where there's an option for range vs melee range is almost always the better option with the exception of situations where your forced into cramped quarters.

on point 3 id be interested to hear how well shields are playing into it (with or without other armor), Ive found them to be dubiously beneficial in RM, but would love to hear about their effect in a slightly altered setting.
Hmm, good question about shields. I haven't really considered them.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: CodeBlue on June 06, 2018, 12:25:04 AM
hmmm, Shields.  what if it was in essence, held armor?  You hold a shield, and get hit, if the damage would be touching the left arm or main body, then it damages the shield,  you can upgrade to large shield, which protects the left leg also, or perhaps even tower shield that you can use as a twitch to use as cover?
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on June 06, 2018, 12:59:58 AM
hmmm, Shields.  what if it was in essence, held armor?  You hold a shield, and get hit, if the damage would be touching the left arm or main body, then it damages the shield,  you can upgrade to large shield, which protects the left leg also, or perhaps even tower shield that you can use as a twitch to use as cover?

Yeah, maybe. But shields were also used much more actively in combat, particularly small bucklers. For example, see this demonstration: https://youtu.be/vLznO5MxISU?t=1m12s (https://youtu.be/vLznO5MxISU?t=1m12s)

Still working on how best to model that as a game mechanic.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: CodeBlue on June 06, 2018, 10:34:06 AM
riot shields are in the book, forgot about that, that might be a good starting point at least.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: theblazeuk on June 06, 2018, 05:43:47 PM
Enjoyed the playtest session thoroughly. Thought the languages thing worked out really well and the combat was brutal with that one-hit mutilation. Would really like to see if you can make more of the whole using melee/unarmed to parry or divert blows rather than simply dodging. I really like the idea of it in the book but see little practical reason for it, unless your melee/unarmed skill is massively higher than your athletics (given both require rations to buy + boost, and you still have to knock off a charge on your weapon/armour if you do).

I'm not sure on a solution but it feels like doing this should allow you to maybe strike back immediately, or perhaps knockback, or deal the difference between b/r to the attacker.... I'm not sure.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Dadalos on June 08, 2018, 06:24:10 PM
riot shields are in the book, forgot about that, that might be a good starting point at least.

those were the shields I was referencing when i mentioned their dubious benefits in RM. I know that they look like a sound investment in specific situations but I have yet to hear anyone actually using them. At this point im sorely tempted to do a solo run with them just to see how they function. that being said running it in a more historical setting might prove even more benifits then in the standard campaign making something thats 'meh' shine as a must have item.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on June 11, 2018, 01:51:32 AM
Enjoyed the playtest session thoroughly. Thought the languages thing worked out really well and the combat was brutal with that one-hit mutilation. Would really like to see if you can make more of the whole using melee/unarmed to parry or divert blows rather than simply dodging. I really like the idea of it in the book but see little practical reason for it, unless your melee/unarmed skill is massively higher than your athletics (given both require rations to buy + boost, and you still have to knock off a charge on your weapon/armour if you do).

I'm not sure on a solution but it feels like doing this should allow you to maybe strike back immediately, or perhaps knockback, or deal the difference between b/r to the attacker.... I'm not sure.

We could definitely get more complicated with parrying rules if it starts to seem more interesting. Our second playtest (medieval Meek ate the WORST Meek!) got a lot more into combat complexity. So far, it seems like the best combat strategy is to wear the heaviest armor you can afford, train up your weapon specializations, and wail away on your enemies with upgraded weapons. Which, you know, is pretty close to the correct feel for 14th century combat. :) But I would like to have more maneuvers/tactical choices to make during melee combat, to avoid the danger of falling into D&D-style "Roll to hit...roll to hit...roll to hit..." combat rounds.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Dadalos on June 14, 2018, 11:44:54 PM
I would like to have more maneuvers/tactical choices to make during melee combat, to avoid the danger of falling into D&D-style "Roll to hit...roll to hit...roll to hit..." combat rounds.

This is a common pitfall for any setting / system. my own game of RM kinda boiled down to 'we find a long hallway and funnel them into the afterlife using rifles / handguns (all silenced) and if they get to close we find another location to fall back to.' while not in of itself isnt very thrilling the market is well within their rights to ... liven things up XD. ive found that a good tactic is to have them find no trouble at all with this strategy, until they do. XD. try falling back and find a door blocked. clear a group with only a charge to spare and then another group of people come screaming past fleeing from one horror or another dragging the crew into their problems. ect ect. if things boil down to one monotonous thing then shake things up with something unexpected where that particular mechanic isn't the answer.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on June 15, 2018, 12:08:43 AM
I would like to have more maneuvers/tactical choices to make during melee combat, to avoid the danger of falling into D&D-style "Roll to hit...roll to hit...roll to hit..." combat rounds.

This is a common pitfall for any setting / system. my own game of RM kinda boiled down to 'we find a long hallway and funnel them into the afterlife using rifles / handguns (all silenced) and if they get to close we find another location to fall back to.' while not in of itself isnt very thrilling the market is well within their rights to ... liven things up XD. ive found that a good tactic is to have them find no trouble at all with this strategy, until they do. XD. try falling back and find a door blocked. clear a group with only a charge to spare and then another group of people come screaming past fleeing from one horror or another dragging the crew into their problems. ect ect. if things boil down to one monotonous thing then shake things up with something unexpected where that particular mechanic isn't the answer.
True, and our combat situation was quite exciting and dynamic. I just want to make sure that my mechanical tweaks to the system help facilitate that feel, instead of accidentally inhibiting it.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: CodeBlue on June 18, 2018, 10:52:12 PM
I look forward to seeing this hack continue!
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on September 13, 2018, 09:25:19 PM
We've posted the second playtest session!
https://www.technicaldifficultiespod.com/episodes/2018/9/12/red-markets-black-death-playtest-2 (https://www.technicaldifficultiespod.com/episodes/2018/9/12/red-markets-black-death-playtest-2)

The Meek! Split infection rolls! Nude noblemen! Questions of episcopal succession! Theological controversies with very easy answers!
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: CodeBlue on September 14, 2018, 09:25:00 PM
I've already posted most of my thoughts on what the playtest needs, but I'll summarize here.

-Test out the shields.

-Remove Capped from Bows, replace with Charged.  Melee rounds don't need to be a mere second in RMBD because there's no gunfire, so it doesn't break verisimilitude, and it makes ranged combat a bit easier.

-Melee is going to happen more often in this game, and the rules probably should adapt for it. If you're up against two people in regular RM, you're kinda hosed. I propose that either all gear or some gear should be able to provide a parryable defense, that does not cost a twitch action. It could be based on the weapon spec skill already used. I think the shield usage might help mitigate this.

-Battle axes and zweihanders should gain Spray for melee targets, rename it Sweeping, and it'll be solid. Others could have Spread.  I'd say the Battle Axe has Spread since its a bit more built for it. I could see both items have Hampering also.

-*love* the leeches and the Bounty explanation.

-I'd like to see more retainer usage, in different ways.

-In the last playtest, the casualties met (during the noble encounter) were summarily removed without any fear of failure. I believe that in this playtest, that shouldn't be an option just yet. Besides, the players were not in a position of safety.  I know it may take a while to get through ten of them, but that's what the playtest is about in part.

-Love them Meek.

-Heavy armor seems like the order of the day, and I get why it is used, but I really could see it having the same trait as most regular RM armor, where Ration costs are doubled.  I don't know how upkeep is going, but heavy armor is so good right now.

-On a similar note, I could see heavy weapons costing two rations to use...certain weapons could be weighted properly to buy off Hungry

-Crossbows should have armor piercing as an option
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Varlaaax on September 16, 2018, 04:12:43 PM
Technical Difficulties podcast Red Markets Black Death playtests are so very good.

Loved the 2nd one.

Will love to hear the Mr JOLS equivalent in 1340s style.

Will you have Grendal alternatives for Casualties as suggested near the end of the AP?
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Varlaaax on September 16, 2018, 04:14:20 PM
Oh and the Meek encounter in the 2nd AP was truly horrifying.

Thank you. I hope the Black Smith character reaches retirement.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Varlaax 2.00 on November 09, 2018, 10:42:44 PM
Side note, really enjoying Masadas Redoubt and looking forward to new Black Death APs from Technical Difficulties.

Thank you.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on November 09, 2018, 10:52:16 PM
Side note, really enjoying Masadas Redoubt and looking forward to new Black Death APs from Technical Difficulties.

Thank you.

Thanks! Whenever I finally get around to writing the revised gear list, I'll come back to it!
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Varlaax 2.00 on December 26, 2018, 01:44:17 PM
Really looking forward to more Black Death APs.

Maybe in 2019?
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on December 26, 2018, 03:07:12 PM
Really looking forward to more Black Death APs.

Maybe in 2019?
I think I'm about to finally have some time to do some more writing, so hopefully!
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Varlaax 2.00 on December 26, 2018, 05:03:54 PM
Time to re-listen to the previous APs.

I want to find out if the characters can get into the Château.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: CodeBlue on December 26, 2018, 10:22:17 PM
looking forward to it
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Varlaax 2.00 on January 04, 2019, 11:25:15 PM
+1 English Leper
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: VB3 on March 23, 2019, 05:42:16 AM
Black Death RM Project still ongoing?
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on March 25, 2019, 01:57:31 AM
Black Death RM Project still ongoing?
It definitely is! We've had a third playtest to work on the revised melee weapon rules, which went very well. and I'm planning on working up something for mounted combat in the next phase.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: VB3 on March 25, 2019, 04:43:29 AM
 Love the setting idea.

Look forward to playtest on Technical Difficulties.

Great RM conversion.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: VB3 on March 28, 2019, 09:24:41 PM
Ok.

Re-listened.

Immune player characters developed yet?

I heard an Immune Cult Sacrifice survivor.

Maybe? Not sure on that.

Good APs. Look forward to 3rd.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on March 28, 2019, 09:47:07 PM
Ok.

Re-listened.

Immune player characters developed yet?

I heard an Immune Cult Sacrifice survivor.

Maybe? Not sure on that.

Good APs. Look forward to 3rd.
You'll be in for a treat concerning that Immune survivor in the third playtest!

The issue with Immune player-characters is that there's almost no way to find out definitively that you're immune. I'm planning to explore the response to immunity in 14th century religion.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on April 26, 2019, 04:38:27 PM
Playtest 3 is up! With new weapon rules, nasty crits (both kinds), and special guest star Mads Mikkelsen!
https://www.technicaldifficultiespod.com/episodes/2019/4/24/red-markets-black-death-playtest-3 (https://www.technicaldifficultiespod.com/episodes/2019/4/24/red-markets-black-death-playtest-3)
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: CodeBlue on April 27, 2019, 10:00:03 PM
been listening to this at work. Is wear and tear more common now? I'm trying to pick up on your revisions.  Bows having charged is good, I'm guessing the longbow that is manpower and charged?
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on April 28, 2019, 01:05:22 AM
been listening to this at work. Is wear and tear more common now? I'm trying to pick up on your revisions.  Bows having charged is good, I'm guessing the longbow that is manpower and charged?

Good catch! Yes, there's no Sturdy upgrade to buy off Wear and Tear, so you've always got to worry about wearing out your weapons. And bows are both Manpower and Charged, so theoretically you can spend both rations and bow charges to increase your accuracy.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: VB3 on May 04, 2019, 06:07:26 PM
https://www.technicaldifficultiespod.com/episodes/2019/4/24/red-markets-black-death-playtest-3

RM BD is good. Worth a listen.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on May 07, 2019, 01:10:47 AM
(https://pics.me.me/nobody-rats-in-the-14th-century-those-dang-rats-55498027.png)
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: VB3 on May 10, 2019, 04:19:06 AM
Not many Casualties were killed in the play test. I can see how it's melee focused combat.

Crossbows allowed?
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on May 10, 2019, 04:30:03 AM
Not many Casualties were killed in the play test. I can see how it's melee focused combat.

Crossbows allowed?
Yep! crossbow action features in the fourth playtest, which we recorded a couple weeks back. Pretty effective!

As far as casualty killing goes, those rules haven't changed from regular RM, so I haven't been focusing on casualties in playtesting. Plus since I'm leaning over toward more strict historical realism in my gameplay style, downplaying the casualty presence helps maintain that feel. Running RMBD without any zombies at all is going to be a valid option. Of course, the opposite is certainly true as well!
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: VB3 on May 10, 2019, 04:35:54 AM
Now just need a BD Aberrant.

Make use of those crossbows. Look forward to 4th play test when released on Technical Difficulties.

Did giving last rights give Chivalry? Not sure about the Mercy Killings..

Also it's a really fun setting to listen to.

A palette cleanser from RM.

Thank you!
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: Freebird on May 10, 2019, 05:18:05 AM
Now just need a BD Aberrant.

Make use of those crossbows. Look forward to 4th play test when released on Technical Difficulties.

Did giving last rights give Chivalry? Not sure about the Mercy Killings..

Also it's a really fun setting to listen to.

A palette cleanser from RM.

Thank you!

Thanks! The Last Rites thing would be Piety, not Chivalry. And keep in mind that Chivalry and Piety are reputation scores, so they only go up when someone is around to witness your chivalrous or pious acts.
Title: Re: "Red Markets: Black Death" - project updates and idea input thread
Post by: VB3 on May 12, 2019, 09:00:08 PM
Thanks for explaining. :)

Look forward to a character escaping the courtyard through a Monsieur Jols eventually.