Fate of the Norns

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 Post subject: Tricks of the trade
PostPosted: Wed Nov 20, 2013 2:20 pm 
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The community has been asking for some Norn tips so instead of adding a thread in the already busy forums and sub-forums, we decided to add it's very own sub-forum.

I'll keep this thread as a live list of tips from experienced norns that we'll cherry pick out of the various discussions in this sub-forum and any other forum.

Tip #1: When you are starting out as a Norn running combats, try and keep all the denizens the same to reduce initial complexity.

Tip #2: When you are starting out as a Norn running combats, assign denizen levels in multiples of 3 and keep Essence = Destiny. This way you draw the whole Essence bag and you don't have to fuss over runes in bag vs. runes in hand/play.

Tip #3: Handle upkeep in order, as you gain experience you will be able to run a lot of upkeeps simultaneously

Tip #4: Encourage the players to describe how they are trying to perform a skill check before assigning a trait to the test. Their descriptions will surprise you and will bring about more narrative than mechanics.

Tip #5: Before each combat breaks out, allow everyone involved to perform a last set of skills check to intimidate, verbally manipulate, assess, etc... It may prove interesting and provide alternative outcomes to the vanilla fight until death (which may end up happening anyways)

Tip #6: At a funeral, coax out the best stories, but be fair in judgement of what was truly epic. Same goes for items. You get last say if that is truly someone's more treasured possession.

Tip #7: Try to provide variety in fights. Some should be close quarters, others can sprawl in open spaces. This allows everyone to shine.

Tip #8: Remember that it's always cold and dark, keep reinforcing it by asking "who's carrying light?" and "are you geared for mountaineering in the interior?"

Tip #9: Use contingency actions for your denizens in order to surprise your players (if you play behind a a Norn screen, you may just mention which denizens setup contingencies without revealing the triggers or the effects.

Tip #10: Always remember generic actions, they add spice and cinematics!

Tip #11: A good starting level for new players is somewhere between level 8 and 10. A good starting point for returning players is 10-12.

Tip #12: Starting wealth (page 148) is a good starting point. If the Norn uses the "Social Standing" table for high levels, you can multiply the skatt amount by 2x for levels 13-22, 4x 23-32, 8x 33-42, etc...

Tip #13: Players beating up your denizens too quickly? Give them 2 longevity powers: Dark Juxtaposition and Stitch Kindred. DJ is more than just a relocation, with the right Amplifies and Maintains you can nullify the first attack suffered.

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 Post subject: Re: Tricks of the trade
PostPosted: Fri Nov 22, 2013 10:40 am 
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Great idea Andrew! I'll point our Norn to this sub-forum. He has been having issues with our many auras, so maybe someone can give him a pointer on how to screw us over! ;)


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 Post subject: Re: Tricks of the trade
PostPosted: Fri Nov 22, 2013 11:47 am 
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Hmmm, sounds like they need more Tactician and Tactical Advantage to get the heck out of there! Chant of Skuld can also help with the payment of runes to avoid your siren's song! ;)

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 Post subject: Re: Tricks of the trade
PostPosted: Mon Nov 25, 2013 12:29 am 
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Why not Catharsis the auras away? Or maybe invoke the elder horrors of a Mesmer (Cthulu holds onto all his Spiritual runes in the presence of Mesmers)? If you really want, closed quarters can be pretty troublesome for an aura-based party. My group recently had a very tough time with a fight at an intersection of 2 corridors, each only 2 hexes wide.

The simplest trick I've used fairly successfully:
Go first in the round (hold this spot like your life depends on it, because it does!) and each turn just Contingency one or two move actions with "When an enemy with Aura moves into range, I move". They Tactical Advantage their way in and I run away before their Aura triggers.


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 Post subject: Re: Tricks of the trade
PostPosted: Thu Jan 16, 2014 1:08 am 
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Any tips for dealing with Galdrs and the rune magic being cancelled out? I've tried keeping track of what powers my player has tied to which runes to tell him what doesn't work, but I lose track in the midst of managing the combat.


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 Post subject: Re: Tricks of the trade
PostPosted: Thu Jan 16, 2014 5:25 pm 
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Fi'Irdray wrote:
Any tips for dealing with Galdrs and the rune magic being cancelled out? I've tried keeping track of what powers my player has tied to which runes to tell him what doesn't work, but I lose track in the midst of managing the combat.


Bro when you Norn, you can put a rune tile below the mini that has rune passives.... then you can easily proximity the effects on the hex mat. I usually only give 1 or 2 runes, so there isn't a whole stack to worry about.

Peace

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 Post subject: Re: Tricks of the trade
PostPosted: Sun Feb 09, 2014 3:48 pm 
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On a more "practical IRL" note: my players today were a bit confused with all the calculations to make when under benefical effects from supporting characters ("wait, I have DF 2,plus DF +2 from this spell, plus DF +4 and pierce +4 from this other spell, oh no wait it wasn't maintained, but this one was and gives me +2 again, etc etc etc.")

Therefore, here's a simple idea for beginners (or maybe even experienced players, in order to streamline fights): create some tokens or tiles, engraved with various bonuses (e.g "PF +1", "Pierce +3"), and distribute them to the players when they're hit by support spells. That way, they don't have to ask everyone which spell does what, and can just add up the numbers on the tokens they have in front of them to instantly know how much damage they're going to deal.


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 Post subject: Re: Tricks of the trade
PostPosted: Fri Aug 15, 2014 11:10 am 
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I've got a question for the Norns out there. And anyone else for that matter. If you've got a Crusader riding a Military Warhorse, do you treat them as one unit for as long as the rider remains mounted? Only letting the Crusader draw runes and perform actions, but use the warhorses movement. Or would you take a hybrid approach? Something like moving them together but allow each to draw from there own separate Essence pile and perform actions from those runes? A third option I've considered is to Wyrd for the Crusader and the Warhorse but only allow one of the two to attack. The idea here being that the Crusader always has access to the skills he has taught the horse, but he has to focus his attention on commanding the horse to perform an attack(through physical and/or verbal commands), or performing an attack himself.

Thoughts?


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 Post subject: Re: Tricks of the trade
PostPosted: Wed Aug 20, 2014 10:21 pm 
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Moldof wrote:
I've got a question for the Norns out there. And anyone else for that matter. If you've got a Crusader riding a Military Warhorse, do you treat them as one unit for as long as the rider remains mounted? Only letting the Crusader draw runes and perform actions, but use the warhorses movement. Or would you take a hybrid approach? Something like moving them together but allow each to draw from there own separate Essence pile and perform actions from those runes? A third option I've considered is to Wyrd for the Crusader and the Warhorse but only allow one of the two to attack. The idea here being that the Crusader always has access to the skills he has taught the horse, but he has to focus his attention on commanding the horse to perform an attack(through physical and/or verbal commands), or performing an attack himself.

Thoughts?


From what I see with the upcoming Fardrengir, treat the mount as a thane. It has its own playmat, runes and initiative tile. The fact that you can ride it is a big bonus for movement and the rune economy for both the rider and the mount.


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 Post subject: Re: Tricks of the trade
PostPosted: Thu Aug 21, 2014 2:59 pm 
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Alright. Thanks.

I agree with you that this makes having a mount a huge bonus. What about activating the horses movement? If it has it's own initiative, then it should move in that initiative spot. However, I can see a situation quickly arising where the mounted combatant is several places ahead of the horse in initiative. If they aren't in range for him to attack he is out of luck. I suppose the solution here would be declaring contingencies like "when an enemy is in range, I attack". Or if the horse is first you could declare something like, "At the beginning of my riders turn, I move." But what about the idea of letting the rider move the horse on his turn? I think it makes sense thematically. He is in control of the horse, after all. And without this option the riders tactics could be rather limited because the animal he is on turns out to be slower than he is. But would the rider play a rune of his or one of the horses for this? I can make an argument for both. So this question is more about sharing ideas than seeking a definitive answer. Unless one exists that I'm not aware of.


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