Author Topic: Fortune & Glory AAR  (Read 676 times)

bayonetbrant

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on: December 12, 2018, 06:57:31 PM

Random acts of genius and other inspirations of applied violence.


Arctic Blast

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Reply #1 on: December 19, 2018, 12:15:34 AM
This game is so utterly, gloriously dumb and entertaining.  ;D

I'm not sure it works great with more than 2 or 3 people, though. Player turns can be of such indeterminate lengths that someone can end up sitting and waiting awhile for their next go.



BanzaiCat

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Reply #2 on: December 19, 2018, 06:23:01 PM
Especially if you have a damned Temple with 8 Fortune and a Nazi Villain and two Henchmen encamped on it. The fight's only one round, but just THAT one round, then sneaking past followed by a Danger for each Fortune...



airboy

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Reply #3 on: December 20, 2018, 11:22:23 PM
The mechanic of moving d6 spaces seems a bit too much unless the turns represent a month.  Eldritch Horror limits your max movement far more.


BanzaiCat

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Reply #4 on: December 22, 2018, 10:32:05 AM
Movement is a pain, just because you could roll a 1 and just be screwed out of a turn, which is made worse if you're playing with a lot of folks. The random mechanic for deploying Artifacts, though, in my experience means they don't spawn too far away. Still, I can see the benefits of a flat move rate each turn and maybe bonus move points for spending Glory.



bayonetbrant

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Reply #5 on: January 05, 2019, 11:35:47 AM
Part 3 is up today

Random acts of genius and other inspirations of applied violence.


airboy

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Reply #6 on: January 09, 2019, 09:49:02 AM
Michael:

If you have two characters on a space do they both roll on the skill check and combat?  Your die rolls on the trap tests were really good given your chances of passing some of them.  It seems if a pair tackles them with very different skill sets your chances of acquiring an artifact greatly increase - if that is a possible stratagem.

On movement, I think a house rule of using a d4+1 for movement makes more sense than a straight d6.

I like the overall game concept.


BanzaiCat

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Reply #7 on: January 09, 2019, 02:32:56 PM
Michael:

If you have two characters on a space do they both roll on the skill check and combat?  Your die rolls on the trap tests were really good given your chances of passing some of them.  It seems if a pair tackles them with very different skill sets your chances of acquiring an artifact greatly increase - if that is a possible stratagem.

On movement, I think a house rule of using a d4+1 for movement makes more sense than a straight d6.

I like the overall game concept.

When you have two or more Heroes in an Artifact/Temple space,  they don't both pool their dice. Instead, the player(s) get to choose which Hero will tackle which Danger, as they are drawn.

So, if you get a Danger that's more Agility-focused, and one of the Heroes is very good at Agility (say they have 4 dice but the other Hero only has 2), then the Hero with 4 dice can be chosen to be the one to try to complete the Danger.

My rolls were very good, which is very unusual. :)



airboy

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Reply #8 on: January 10, 2019, 12:34:48 AM
I've enjoyed the AAR and the game concept so much I tracked down a used copy.


BanzaiCat

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Reply #9 on: January 10, 2019, 06:59:28 AM
Awesome!

I really like the game. The only thing that makes me a bit ??? is the inclusion of the Mob as a worldwide enemy. But I suppose I can see that as a pulp adventure bad guy (though not comparable to the Nazis in terms of evilness, at least not in my head).

The Rise of the Crimson Hand expansion is supposed to be a difficult group to go up against; I have it but I've yet to give it a go against them.



airboy

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Reply #10 on: January 10, 2019, 09:31:25 AM
Rename the Mob to "Fu Manchu's Minions" and you have that problem fixed!


BanzaiCat

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Reply #11 on: January 11, 2019, 06:41:33 AM
Except when the Villains you pull look like Goodfellas rejects.