From a read, I like Journeyman so much that I've created a set of Fantasy character options for a module I'm bound to run, simply to inspire my players. This is highly specific, of course, and in German to boot ... still, wanted to let you know.
Florik
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I ran this yesterday for a group of two, a champion and a soldier. Great little incursion, and so easy to run! Well written, evocative, and plenty of material to pick from. I will from now on recommend it whenever someone asks for an adventure for a new Trophy GM. 5 out of 5!
As a bonus, here is a German translation of the ballad (in metre) in case anybody ever needs it:
Bevor die Eltern der Eltern geboren,
So heißt es in den Sagen,
Ward in den Tiefen der Airgead-Schlucht
Die Terlin-Mine gegraben.
Der Terlin-Sippe gehörte die Stadt,
Ihnen gehörten die Loren,
Doch dauert' ihr Glück nur kurze Zeit,
Alles ging verloren.
Manche sagen, sie gruben zu tief,
Zu schnell ließen sie bohren.
Das Mithril, das den Reichtum brachte
Ging schon bald verloren.
Die Stadt war trunken im Silberrausch,
Hunger war unbekannt,
Bis die Wesen des alten Kalduhr
Mit Furcht überzogen das Land.
Aus den Minen erschollen die Lieder
Von Monstren und grausigen Zeichen,
Zermalmenden Felsen und spitzen Zähnen.
Sie ließen die Hörer erbleichen.
Trotz Warnung forderten täglich noch
Die Terlin heraus ihr Glück,
Bis zu dem Tag, da die Bestie kam
Und niemand kehrte zurück.
So wurde schließlich die Mine geschlossen.
Nur selten gelingt es Schürfern
Noch, Mithril zu suchen und heimzukehren.
Wer klug ist, hält sich fern.
I used this to run "Devil's Canyon" (from Shadows of Yog-Sothoth) as a oneshot. Really liked it. It's almost as minimalist as Cthulhu Dark, but feels more traditional. Not all investigators are necessarily doomed.
Not quite sure how I feel about equipment, which is too limited to actually be all of an investigator's equipment. If it's just some stuff someone with this profession would have, why list it at all?
We played this today and had a lot of fun.
The group managed to kill the vampire queen, though one character became a vampire himself. He is not as evil as she was though, he only drinks the blood of highwaymen and murderers and their ilk.
The troll in the ice puzzle was very popular with players, though they did not come up with a solution, they just fought it.
One complaint: Shouldn't an adventure with so many nails feature a few hammers as well?
I finally played the game with a group today. We used the Mörk Borg dungeon Blood of SHE. The PCs diverged in some crazy directions.
One had been Officer of Punishment at a king's court, where he had also learned the skills Con Man 2 and Strike Down 3. We also had an alchemist 2 who brewed transmutation potions 3, and a former Carpenter 2 who also knew Advantageous Cursing 2 and Spread Bad Vibes 2.
I regularly asked them how they had acquired their new skills, had they had a teacher etc. That worked pretty well. We definitely had a lot of fun with Shoes in the Dark.
Thank you, Slade, that really is helpful. Sure, some things will always have to be negotiated by individual groups, but I think I now have a better understanding of the intended game flow. For tonight we have another session scheduled, and our GM (who is also following this discussion) has hinted at upcoming fights, so your timely advice is very much appreciated.
Hey Slade, thank you for the answer, that was helpful.
May I ask just one more convoluted question? I'm not sure I understand scene details, even with the examples you give in the rules.
- "My mace smashes the floor tile to pieces!" Ok, I could see how I'd follow up on that, drive my opponent back and make them stumble, or try to reveal something hidden beneath that tile. I'd get a +1 for exploiting a detail if I did either of those, right?
It's really the second example that gives me a headache:
- "I slash at his left arm!" How is that a scene detail and not just, um, a declaration of intent? Can't I just say where I hit my opponent when I add a hard detail? Isn't damage always specific?
I'd be more than happy to hear your thoughts on that problem.
Hello, I've only just played in my second session of TIH yesterday. I find it intriguing, but am struggling to understand some of the concepts.
One question that came up: Can class-based positive details (like the Weapon Master of the Veteran) also be used to gain a +1 once per scene? Or is this only applicable to the details of items?
Danke dir! Das freut mich sehr zu hören.
Es ist so geworden, weil ich die Kampagne zuerst mit Neulingen gespielt habe, die ebenfalls mit den Kronen und einem Spielzug, den sie als Gruppe einmal pro Session nutzen können, ein wenig überfordert waren. Brindlewood Bay ist nicht kompliziert, aber ich habe versucht, noch einige Kleinigkeiten zu vereinfachen.
Aber trotzdem ist es kein Selbstläufer. Allein der Ablauf der Erzählung und dass die Spielleitung nur redet und nicht würfelt ... daran muss sich erst gewöhnen, wer bisher vielleicht nichts als D&D gespielt hat. Eventuell hilft die Erklärung oben ja noch ein, zwei Menschen. Würde mich freuen.
Congrats to the deserved winner and a big thank you to the host, Antonio!
I'm of course pleased to have written and finished (and repeatedly played) my entry. I feel a bit awkward about having submitted a game in a language that is neither that of the organizing community nor the lingua franca that English has become. In my defense, roleplaying is a hobby rooted in language, and there is no other language in which I feel comfortable enough to write a game.
Thanks for allowing me in nevertheless. I only wish I had a neat solution to the language barrier problem so that all the small continental European communities could interact a bit more.
First off, I loved the fact that the second of these two games is based on the same short story as my own game "Es klingelt", and yet they're completely different! (Mine focuses on the first half, the phone calls, this one on the second half of the story: the delivery of the hydrogen bomb.)
I have managed to play and enjoy both games. We were three players in all, and played online, so sadly, we could not pass a box with a smartphone in it around.
Both games are really freeform: no dice, no prompts. Everyone is supposed to come up with contributions from scratch, narrate what they like, building on others' contributions of course. One caveat: I imagine this game would be challenging for players who are new to such things. - The atmosphere is very Buzzati-esque.
I wonder if "Qualcosa è successo" would be even better if the players decided on the catastrophe about to occur right up front, before the game begins. "Let's do a revolution. We'll find out in play what kind of revolution it is." Anyway, just a thought. We did manage to pull off a weird train journey from Munich to Bremen...
I liked "All'idrogeno" even better. As the time went by, I felt pressed to come up with my one or two sentences quickly and "pass the bomb on". Also, everyone started to denigrate their neighbours from the get-go... very apt, I thought.
So in summary, my message to anyone reading is, check these two games out, play them with friends who are good at improvising stories, and I'm sure you'll be having a good time.
German version now available: https://florik.itch.io/qualcosa-idrogeno-deutsch (mainly for my players, but who knows...)
Ora c'è una traduzione italiana, è stata creata automaticamente da DeepL.com. https://drive.google.com/file/d/1v5n5nP8-pJEgtq41JIIP8HYWyIPV77CN/view
And here's a translation by deepl.com, though I see it uses "spettacolo" instead of "gioco". Oh well.
https://drive.google.com/file/d/1v5n5nP8-pJEgtq41JIIP8HYWyIPV77CN/view?usp=shari...
(This links to the translated Italian PDF.)














