very interesting ideas..... you should let dice decide but before you roll i got my suggestion for the story:
the laird man captured one of the orcs... they "asked" him where his band base is... and he "by his own will" says to the soldiers that they are camped south near the glen and taht they are no more than 30 orcs.... so your party say to the laird that it s no more time to hide in castles, it is time to be brave man of the clan! <<rise the banner my laird! it s time to fight back those who pillage our lands! we can fight orcs and then clean the land from those undeads! let the angleman see that our blood is strong! let s march south!>> the laird obviously can only say <<aye!!! lets do it for frodo! (sorry wrong movie...) lets do it for the McDuncans!>> .... so the laird needs some days to gather the man and move south, so the party will move first and scout the land before the main army... this can allow small scout quest.... (solmething like stealth tests to gather enemyes informations) followed by a small army battle between the clanfolks and the orcs.... something like a small field battle after the battle.... well we should win that battle first
hope you take note of this possible story turning
i m having fun following this story so any turn you chose i ll get the popcorns
Post by Gentleman Ranker on Aug 19, 2020 7:41:47 GMT -9
After the battle of Kirkdubh
Opponents Point Value 201 (-23 the SheepOrc who survived)= 178/25=7 Victory Points
Enough putting it off. Let’s get out the Death Dice. The Princess has a quality of 3+ she rolls…1,3,6. Two successes. The model is wounded and will be at -1 on Quality rolls for the next game.
Princess Ellellellellellella of the Lochalfir is still sore from wounds suffered at the hands of the Orcs of Clan McUrch.
Each of the surviving members gets 1 XP. That’s enough that some of the original members might be starting to look at spending some to improve their capabilities.
Let’s add those XP to the band and see where they are up to. The Princess and Gordon God-Botherer have 1XP each. Rory the Ranger, the world’s unlikeliest hero has 2XP.
Duncan MacDuncan, Wee Mad Tim and Oor Maggie all had 3 XP and decided to spend them. Duncan spent his on raising his Combat score to 4. Oor Maggie raised her combat to 3. Wee Mad Tim being the thoughtful man of the group, improved his Quality from 3+ to 2+.
With the backing of the Laird the Warband of Glendubh decided to track the orcs to their lair and see if they could put an end to the threat Raiders posed to Kirkdubh.
They trailed the Orcs to a mysterious opening in the fells some miles from Kirkdubh.
"This looks to have been shaped by man", pronounced Gordon God-Botherer.
"Och, aye" said Wee Mad Tim. "It's the Fain of Oor Lady o' the Swords".
"I was named for her" said Maggie.
"St Margaret herself" breathed Gordon God-Botherer.
"There used to be a Hermit" continued Wee Mad Tim, "but there's been naewun living here for years, ye ken"
"Are we going in or whut?" growled Duncan.
Conversation ended and one by one they ducked and dissapeared into the darkness.
I bought the Dungeon supplement for Song of Blades and Heroes, Song of Gold and Darkness. It has Solo rules for running your Warband through a Dungeon environment. Basically it involves drawing Dungeon tiles from a pile and determining the number of doors and the contents of the rooms using tables.
I decided to use krisCrooked Staffs simple Dungeon Floor Plans.
I bought both the Basic Set and the simplified printer friendly set, which uses only 3 types of tile (small room, big room, cross corridor) plus some dead end and door add ons, to emulate any type of room or number of openings.
This echoed the approach used in Song of Gold and Darkness perfectly and so I chose to use the simplified set. I printed a couple of copies of the cross corroidor and three each of both the types of rooms and glued them to corrugated cardboard using spray tile fixing adhesive. This gave me the eight (to ten) robust tiles the Song of Gold and Darkness recommended.
For this kind of game where you don't know how the rooms are going to be set up in advance the simplified tiles were ideal. I might have used the slightly flashier Basic Tiles if I had a pre-planned Dungeon to lay out.
I chose the required amount of figures for the opponents. As this was supposed to be a pursuit of the Orcs. I used the campaign rule for a defeated Warband that it can replace any figures that aren't Personality figures. This, along with the one Orc survivor of the previous scenario gave me 163 points of the Dungeon Dwellers.
However the rules said I needed a pool of twice the value of my Warband to draw the Dungeon DWellers from. Accordingly I wanted some other Dungeon types for the game. It shouldn't be anything the Orcs can’t avoid or get on with. I’d like something Blobby, maybe a Basilisk, some animated statues, an Ogre and an Orc Chief of some sort. I totted up the points to see what I could afford.
And as it turned out that was pretty much it. Now I needed figures for them.
I printed a Printable Heroes Ogre. It was nice but too big, so I tried again at 87% and that turned out well enough.
My Orc Chief was an Orc Fighter from OneMonk, not green and just piggy enough to fit in with the Okumarts Orcs I'd been using previously. I already have a sheet of them printed out but they're smaller than Okumarts tribe. So I scaled him up to 110% so now he fit in.
My Blobs were Slimes from Printable Heroes. I already had one but I needed a couple more.
Song of Gold and Darkness told me that after scaling for the points for my two thirds size Warband, I needed roughly 60 points for a random monster encounter in a room. The procedure was to draw a card (I printed some stats from the army lists, stuck them on cardboard) and then use 60 points worth of that creature. Okay then. I wasn't quite sure how this tied in with the idea of providing a pool of creatures twice the points total of my Warband. What if I'd only bought two of a creature for the Dungeon Dwellers and I needed to use three in a room?
I needed Living Statues. There were some in a Fan set of Antohammer. I didn't need any Tomb Raiding young ladies but the big multi-armed statues looked cool. Living Statue stats didn't include the Big Special Ability though. I printed them off at 60% or so. That worked okay. I already had in mind a deserted Hermits cave system but the figures provided the name of Our Lady of the Swords.
The Basilisk was Printable Heroes, a strange multi legged lizard beast. It wasn't what I thought of when I thought of the Basilisk myth. I searched around, Kev's Lounge has one as well but it was similar. That must be what a D&D Basilisk looks like. I shrugged and printed it out. Its got the Assassin Special Ability and could be quite tough.
I needed some dungeon clutter. I had a few pieces of Crooked Staff free standing terrain, a couple of pillars, some crates and boxes etc. I needed a couple of chests in case of treasure and I had those from Crooked Staff too. Making that stuff up seems easy when I'm following the directions on one of his YouTube videos. If I tried to do it myself though, I'd be rubbish!
I knocked up a hoard counter as well because one of the room tables has you roll to see if a treasure is a chest or a hoard, plus it beggars up movement if you try to stand on it.
I was ready. There'd been a lot of prep for this one. I suppose it was a new type of game and there would be a lot which was re-usable.
The Warband of Glendubh looked around at their surroundings.
There was no roll for contents for the first room. However I rolled for doors (D6-3 min 1)and got one door. The other entrances were blocked off with Crooked Staffs Dead End counters. I rolled on the table in Song of Gold and Darkness to see what type of door it was. The table says Open but I think it means Unlocked because there are rules for trying to hold shut an "Open" door when someones trying to force it open, so...
Anyway, Though I rolled religiously, I never rolled a locked door during the game. Just as well because I consistently rolled only one exit and I had no way of picking locks (though you can still barge doors down).
The next tile is a small room. The dice say only 1 exit again. The Room Type Dice is a 5. That’s a small treasure room.
The Chest Model is built using Crooked Staff Print and Play textures, see above.
On a roll of 4+ the room is trapped. I roll a 5. Less and it would have been guarded by monsters.
The door type is a 2, unlocked, and can't be trapped, so it’s not there. Chest rules says a chest is only trapped on 1 in six. 6 rolled so the trap's not there either. I decide it's on the floor in front of the Chest.
Five rolled so it’s not a mechanical trap, it’s Magical!
Difficulty is a 6/2 =3. Giving it a combat value of 5. I’ve been assuming it’ll affect Duncan as he’s the pushing up to the frontiest of the Band and I’ve already moved him in front of the chest. Lets see what magical traps rules say. Not much detail there and the actual attack rules for a trap are in the mechanical trap section but never mind we’ll use those. Duncan rolls 3+3=6. The trap rolls 2, with it’s 5 combat is a 7. Even on the dice so Duncan is knocked down.
Flames erupt from the floor around Duncan. Licking greedily against his plaid breeks and setting him on fire. He falls back and down and is rolled on the floor by Maggie and Wee Mad Tim to put out the flames.
"A wee bitty warm, eh Duncan", says Wee Mad Tim. "Let’s have a look at what’s in yon chest." According to the Treasure Chest rules both the Weight and Treasure Value (in Victory points) is 1 dice. In our case it’s a 1. "It’s fullae silver!" gasps Duncan. "Can you shift it?" asks Maggie "Aye, I can shift it", announces Duncan. "We are not here for this and avarice is a sin", says Gordon Go-Botherer. "Woud the Kirk no like some new candlesticks then Father?" asks Maggie innocently. "Oh, aye, weyll…" says Gordon.
When any treasure is found, roll a 5 or 6 for a magic item to be present. 4 rolled. Nope, just the silver.
The party heads out. Duncan is now trailing behind as his movement is reduced to Short because of the weight of the chest.
"Look. It’s the swerd lady" says Maggie "St Margaret of the Swords." says Gordon God-Botherer pedantically. "She sought the aid of my people when the land was threatened", adds Princess Ellellellellellella. "You met St Margaret of the swords?" gasps Gordon. "No, no." avers the Princess. "It was several hundred years ago, I was in my crib then!" "They’ve got nae bodices on!" says Maggie. "That one’s got a chest." observes Wee Mad Tim. "Aye, that’s what I was just saying" says Maggie. "No, I mean.. Nae mind." says Wee Mad Tim.
Roll for Weight and Value of chest. 2. It would take two figures to carry and be worth 2 Victory points. We won't roll for any magic present until and unless the chest is opened.
"You don’t think they’re going to come tae life do you?" Wee Mad Tim looks at Maggie. He nods agreeably. “Oh, aye.”
Duncan puts down the chest he's been carrying and comes forward. They get into position according to Wee Mad Tim’s plan and Duncan opens the chest in front of the corner statue of Our Lady of the Swords. "Silver and mebbe some golt." reports Duncan.
Post by Vermin King on Aug 19, 2020 11:02:58 GMT -9
As a person who hasn't gamed since 2000, I really appreciate the 'here's how I am working it out' commentary. I keep looking at rulesets and saying to myself that I think they are expecting me to remember more about this than I do. I suppose I just need to pick a ruleset and let things fall as they may
There are no strangers in this world,only people I haven't embarrassed ... yet!
Post by Gentleman Ranker on Aug 19, 2020 12:05:43 GMT -9
I was a roleplayer from roughly 1978 Vermin King. I played the occasional wargame at a wargaming club in my provincial town in the late seventies and very early eighties. I've not really done anything since then!
I'm "showing my workings out" partly because I'm kind of expecting to be told, at any minute, "no, that's not how you do it", by some of the members with much more wargaming experience than me! In addition, I don't necessarily think I'm doing it right but I've usually got a reason for how I'm doing it. If I share that, it allows me to be corrected but it also gives others following along the opportunity to say, "okay, yeah, fair one. I'd not looked at it like that."
Song of Blades and Heroes seems quite forgiving like that. The actual rules aren't very long. Pages 4-27 in my revised edition. There are some FAQs in the revised edition from some of the development that went into later supplements but the game itself is from about 2007. I'm very late to the party! It feels a little bit like the heat's off. Nobody's bothered enough to complain that I'm "doing it wrong". I think that's helped me to feel free to do it (and fail if necessary) without any pressure.
If it helps at all, there are Song of Blades books for "modern" skirmish war, and Horse and Musket stuff as well as the core Fantasy version. So whatever you fancied grabbing and putting into practice is available with no hassle. Song of Blades comes with a Cheats Guide page at the back with all the modifiers on it anyway. I printed that page out and laminated it and keep it on the game board!
Grab a ruleset that appeals and chuck a game together. I'm sure you've probably got the figures!
Post by Gentleman Ranker on Aug 19, 2020 13:37:23 GMT -9
Okay. Let's get this party started!
The Glendubh Warband win the Initiative roll which means they can start with their activations.
Gordon God-Botherer goes for two and rolling 6,4 gets both. He chooses a Power Blow, which gives -1 Combat to the statue. He rolls a 6. The statue rolls1. That's a 9 vs 5, not quite double the statues score. An even number on the dice means the statue is knocked down. A good start.
Duncan goes for 2 activations and rolls 6,5, getting two. He'll Move forward into contact and strike. He rolls 6 vs 6 from the statue. That's a 10(because Duncan has increased his Combat Score to 4) vs an 11. (The Statues have a Combat score of 5) Duncan falls to the ground, vulnerable.
Princess Ellellellellellella goes for 2 activations. She only gets 1 and uses it to move in on the same statue and give it something to think about.
In front of the third statue, Maggie rolls 2 5,4 getting two actions. She goes for a Power Blow. The statue gets a -1 Combat plus it's Outnumbered for a further -1C meaning it's on +3. Maggy's also on +3 (Having paid for a combat upgrade previously.) Oooh, It gets 6, she gets 2. That's a 9 vs 5. She’s hit and again it's an even number on the dice and she falls.
Wee Mad Tim rolls for three activations, 5,4,1. Two successes. Power Blow. The statue rolls 3 plus 3 (Power Blow and Outnumbered), total 6. Wee Mad Tim rolls a two +3 =5. He’s forced back. Wee Mad Tim is forced back 1 Base size away.
Rory the Ranger rolls for 3 activations, and gets 2, with a 5,5,1. I make a quick check of the rules. No he still can’t fire into Melee even though Maggie has Fallen, her presence in melee still prevents it.
Rory the fool, rushes in to engage the statue, standing next to the fallen Maggie. The Statue rolls 3 +4 (Outnumbered). Rory gets a 6 plus his Combat of 1. A tie. Rory is once again, miraculously not dead.
But now it’s the statues turn.
We start with the Statue now facing Rory. It needs a 5 to activate. We’ll roll 2 dice. Ugh! Pair of 1s. Utter fail and back to the band of Glendubh.
Let’s see. Two dice for Maggie and she gets 1 success. She pretty much has to use her action to stand and she does.
Rory should really move out of melee and let Wee Mad Tim back in but he’s got a quality of 4 and I’m not sure we can risk relying on him getting the activations needed.
Lets move over to Duncan. Two dice to activate. A 4,6. He stands and strikes. The statue gets only +4 (as it's Outnumbered) and Duncan has +4. It’s an even fight. Duncan rolls a 2 and the Statue rolls a 6. He’s smashed back down by the stone weapons of Oor Lady o’ the swords.
Princess Ellellellellellella rolls for two activations. She gets 1 action. Lets roll. The statue is outnumbered and is therefore still on +4. The Lochalfir Princess is on +2. She rolls a 1. Oh g..It gets a 6. That’s 10 vs three. The statue triples her score and inflicts a gruesome kill.
Damn. Damn Damn!
Every friendly model within Long range of a Gruesome Kill must make a morale roll or flee. Duncan and Wee Mad Tim are immune to this because of their Fearless Special Ability.
This does not look good. It’s a quality roll. Rory the Ranger has a quality of 4. He rolls, 1,2,4 and fails two. He turns to run but is still engaged in melee. He takes a Lethal Free Hack from the Statue. It’s outnumbered so it gets +4. Rory’s combat is 1. He rolls a six!
So does the statue. The score is 10 vs 7. Rory turns to flee and is hacked down.
Maggie rolls…she has a quality of 3, she rolls 3,2,1! Oh no! She turns to run and receives another Lethal Free Hack from the same statue. Maggie, rolls a 1 plus 3 is four. It rolls 2 plus 5 because its no longer Outnumbered. Maggie turns and one of the many swords of the Lady cuts her down.
Fearless models still have to make a Morale roll when the dead members of the Warband outnumber the living. However Duncan is not dead, only Fallen. One more death would trigger Morale roles for him and Wee Mad Tim though. And Gordon God Botherer still has to roll. Gordon has a Quality of 3. He rolls. 5,4…1. Noooo!
Gordon must turn to flee but he’s still engaged in melee. If he dies here, the Warband is broken. He will receive a Lethal Free Hack from the model with which he is engaged. However the statue model is Fallen and he receives a free Disengage. Gordon flees back towards the door.
The picture's blurry because he's running so fast!
Gordon has not yet had his turn and gets to roll for Activations. He’s my last figure, so may as well roll three. 4,3,3. He stops and turns. One Medium movement, the same as he moved when he fled will get him back to where he was above the Fallen statue.
He will use two actions for a Power Blow. His opponent is Fallen and therefore his blow is +2 and Lethal. He has Dice +5, the Statue has dice +4 because of the Power Blow. He brings down his mighty mace… He rolls a 2 +5 =7. The statue rolls a 6. …a 10. An even result brings Gordon down. As he swings his mace, the stone hand of the statue shoots out, grabs his ankle and squeezes. He staggers, his mace misses its target. There’s a crunching sound and he falls.
He wasn’t my last figure!
Wee Mad Tim has still to go. What can we do here? What would be most effective? Wee Mad Tim had the Quality upgrade. May as well roll for three Activations for what may be our last chance. It’s only two actions. Still. AAaargh! Never mind. Right. Wee Mad Tim will move to the Fallen statue. It’s Fallen so he gets +2 and his blow is Lethal. The statue is on -1 because it is Outnumbered, even though Gordon has Fallen, he still counts for this. Come on Wee Mad Tim! One good roll can turn the tide.
Come on! He rolls a 6 against a 2, that’s an 11 against Oh what does it matter, it’s Lethal therefore it’s dead. “Oor Lady of a thousand pieces, the noo!” snarls the wee highlander.
The Statue which has just smashed down Rory and Oor Maggie, grinds to life. With 1 Activation, a five and a two, and no immediate opponents it slowly crunches across the dusty room to confront Wee Mad Tim. The Statue looming above the Fallen Duncan and the body of Princess Ellellellellellella fails all its 3 rolls and does not activate.
In quick succession the Warband fails to activate Gordon God-Botherer, rolling a pair of ones, a turnover.
The statues fail to activate at all and hand the turn back.
The Warband fails to activate again with a pair of twos this time for Gordon. Gordon tries to get his legs under him but his crushed ankle gives way and he crashes back down.
The statues fail again handing the turn back. A smirk of farce is beginning to crawl across my face and spoil the drama.
I can't keep leaving Duncan in harms way and trusting to chance to save him. He rolls two dice, 5,3 two successes. Duncan clambers to his feet and dashes back to join the others. “Glad ye could join us, Big Man!” says Wee Mad Tim.
Duncan swings. He has +4 and the statue, outnumbered by two, has a +3. Duncan rolls a 3, leaving him outpointed by the statue who rolled another 6. Duncan falls again.
Two dice for Gordon, 3 and 1. One success. He finally struggles to his feet.
Wee Mad Tim. Come on! He has a Quality of 2+ now and is my last man. So three dice then. He rolls 6,4,2 for three successes. Power Blow. May as well. He has Dice plus 3 and so does the statue. Nooooo! Wee Mad Tim rolls a two for a total of 5. The statue. Yet another 6. Wee Mad Tim is borne back by the weight of the stone swords and collapses to the ground.
This is probably it, I think. i think it's the end.
The Alcove statue needs to get moving. We’ll roll one dice for safety. A three. Well it’s going nowhere apparently. The statue with the Fallen clansmen around its feet and the desperate Cleric struggling on his wounded ankle, rolls three dice for activation and gets…6,6,5.
If I’d rolled a Dungeons and Dragons character with these dice today; no-one would believe the stats!
The statue smashes its many swords down onto the reeling Cleric. It’s on Dice +3 because it’s outnumbered but It has the actionss required so it will be using a Power Blow. Gordon gets -1 Combat and is therefore on dice +2. Let’s roll the dice. Gordon gets a two, Giving him a total of 4. The statue. Another6. Giving it a total of 9, doubling his score and killing Gordon.
"Ah god. Ah god!" The normally Fearless highlanders are still affected by the More Dead than Alive provision and must roll Morale.
They are however still Fallen and trying to disengage will leave them open to hideous death at the stony hands of Oor Lady o’ the Swords.
Let's see what happens. Duncan has a Quality of 3+. He rolls. 4,1,3 He must try to disengage. His first action must be to get up. I read the Fallen Models and Morale rules to check. The first sentence of the second paragraph says “A Fallen model having any enemies in contact in the moment he fails a Morale roll is killed.”
Duncan is killed.
“Duncan, Nooooo!” Wee Mad Tim must roll Morale. He has a Quality of 2+ He must roll 3 dice. Any roll of 1 will kill him.
Glendubh Warband Activation.
First and last. Wee Mad Tim rolls three dice for Activation.
5,5,6 Three Actions.
Wee Mad Tim gets to his feet. One last roll of the dice. Come on!
Two actions left. He could flee but we’d lose the scenario and all the Warband that fell on the battlefield would be dead. One statue’s already gone. If he could destroy this one it would force a Morale roll on the remaining statue.
Wee Mad Tim. Power Blow. He has dice plus 3. The statue has dice plus 4. That’s not good odds. I’m eyeing the doorway. Would it be so bad. I’d get to replace the dead with the same types of figures. Except for Gordon who as a Personality figure cannot be replaced one for one.
They wouldn’t be the same people though, would they. Wee Mad Tim looks around at his fallen comrades.
Wee Mad Tim surges to his feet and strikes out at the Living Statue.
He rolls a 2, plus 3 is 5.
The statue rolls a 6. Plus 4 is 10. It doubles his score. Wee Mad Tim never notices the sword that comes up between his ribs and cuts his wee mad heart in two.
The stone arms open and the body falls to the ground to lie still and quiet on the stone, in the blood and the tartan.
"And I’ll see you baby when the clans rise again Women and men united by a struggle Going down"
Terrain is good. It's one thing I was lacking completely when I started this. Outside this environment there isn't much call for sandbag emplacements or miniature hedges!
Everything I've used has been the first time I've needed it so I've had to build from scratch. Now I'm starting to get a small collection of stuff so next time will be easier.
Lots of scenarios in the rulesets just casually say, "Ohh, the defender should scatter 4-6 pieces of terrain within one long move of the table centre." Easy for them to say!
For figures, picking a period first is probably best. These sort of skirmish games you don't need many figures; (presuming we're talking about paper mini's) so when you've picked you can just go for it!
I rolled them afterwards, three times. Not a six from the Dungeon Dwellers dice was rolled. Just bad luck, I guess.
To be fair, my tactics were poor. The nature of the enemy, slow, with little chance of activation and a really good combat score, means every time I attacked, I was only killing myself!
I should have drawn them out, stalled some with individual figures but refused to attack myself on my activations.
Then I could have surrounded one of them but only attacked with my strongest figure there, in order to get the Outnumbered bonus but minimise the risks to my less combat effective types. I would have had a chance trying to destroy them in detachment.
Incidentally, The statues were 19 points each. They had a total of 57 points on the table to my 201. It was definitely my failure. Too much roleplaying and not enough tactics.
Post by squirmydad on Aug 23, 2020 14:37:29 GMT -9
Noo! You're doing it wrong! Just kidding. The rules of SOBH are pretty straightforward and open-ended enough to inspire many adventure possibilities. I thought the add-on for Campaigns and dungeon-delving were just "okay". "Song of Arthur and Merlin" is fun if you want to do "Grailquest" style adventures and "Song of Fur & Buttons" is adorably fantastic. Sirrob01 created a whole range of paper figs for SoFB so the barrier to entry is just time. My favorite SoBH variant is "Mutants & Death Ray Guns" as I was a big Gamma World fan and player for many years.
Post by Gentleman Ranker on Aug 23, 2020 23:11:28 GMT -9
Thanks for the recommendations old squirmydad. I'm enjoying the Song of..., system.
I have Song of Arthur and Merlin. I think I'm most likely to use it for Dark Ages, Shieldwall type stuff. I worship Pendragon as a game but I don't have a lot of attraction to the high chivalric stuff from a wargaming perspective.
You saw my experiments with Song of Gold and Darkness! I found it a little...ordinary...I guess. It did what it was supposed to. But I don't think it added enough difference to lure me into dungeon exploring regularly.
I've got Song of Wind and Water as well. So that was next in line for a try out. It will still probably get a run out, mainly it's terrain and weather and the like. We'll see how much the context effects a scenario. I set a game in the forest (which effected movement, range and line of sight) and that kind of universality of effect plus the lack of granularity in Song made wonder whether the weather etc would just be another case of everybody gets a -1 this scenario.
Song of Fur and Buttons doesn't appeal to me it's "cute" but I'm not sure what else is there to draw me to it. Might get my AVO to play that one though. He's a sucker for red jackets and Pith helmets!
I'll have to see what I feel like doing next. The death of the Warband isn't insurmountable. I could continue with the setting and a new band, perhaps at the correct points for the game now I've got a handle on it.
Alternatively, it does free me to do something different. The AVO in particular, would probably be well up for some sten guns and cable cars style WW2 stuff!
Post by Vermin King on Aug 24, 2020 5:15:03 GMT -9
We had a scenario back in the day where our party was pretty well wiped out. The survivors could not take the dead out without dying themselves, but they did recruit some new characters and went back to find their friends' bodies gone. The new group was able to finish the mission the first group was trying to accomplish. Several games later we encountered one of our dead companions, and boy he was hacked off that we left him. He became a character that we would encounter somewhat regularly who kept taking out his vengeance on his 'friends' who deserted him. It made an interesting dynamic.
There are no strangers in this world,only people I haven't embarrassed ... yet!
cowboyleland: I am thinking now that it coincides with about the time I downloaded an add blocker. I wonder if it is killing the cookies that used to keep me logged in. Anyway, not really a problem.
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Vermin King: I use CCleaner every day to clean the oddball stuff that collects on my computer, which would clear out things like that any way. But usually, I stay logged on all day until I do the clean-up
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Vermin King: Not sure. I don't remember seeing it
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