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Post by kesher on Apr 18, 2011 14:10:04 GMT -6
Congratulations! That's awesome!
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Post by Mike on Apr 18, 2011 23:50:53 GMT -6
It's a beautiful piece of work Simon. Love the colour map.
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Post by carjack on Apr 21, 2011 10:06:54 GMT -6
Got this this week. Awesome job! I can't wait to run it for my group, who are all big Redwall/Mouseguard fans. Nice to have something far more accessable than Burning Wheel for Mouseguard!
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Post by simonw on Apr 21, 2011 10:32:27 GMT -6
Got this this week. Awesome job! I can't wait to run it for my group, who are all big Redwall/Mouseguard fans. Nice to have something far more accessable than Burning Wheel for Mouseguard! I am so glad someone else likes it! The RPGNow reviewer didn't like it, so it would help if anyone who does like WW to go there and post a rating (or even better a review) as the current reviewer didn't really get it. He got the system completely wrong and the best thing he could come up with is that a female Abbott is an Abbess. Great Review! Anyway, it'll be up at LULU soon because I received my hardcopy in the post and it looks great. I'll come back and let you know when - with a link!
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Post by carjack on Apr 21, 2011 11:27:18 GMT -6
I'll make sure to get on there this weekend and post some glowing comments. WW is very obviously a labor of love and it really shows in the writing and feel of the book. I hadn't seen anyone's review of it, so I'll have to see what this person had to say.
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Post by simonw on Apr 22, 2011 0:47:10 GMT -6
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Post by Mike on Apr 22, 2011 2:55:17 GMT -6
Had a play-test on Wednesday. Will post on that shortly.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Apr 22, 2011 4:05:23 GMT -6
And there's a 20% discount code doing the rounds right now. I just need to remember where I saw it... - Neil.
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Post by simonw on Apr 22, 2011 9:11:57 GMT -6
Had a play-test on Wednesday. Will post on that shortly. Look forward to seeing it
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Post by simonw on Apr 22, 2011 9:12:28 GMT -6
And there's a 20% discount code doing the rounds right now. I just need to remember where I saw it... - Neil. HOPUK for the Brits!
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Post by simonw on Apr 24, 2011 3:52:32 GMT -6
Here are Hares written up as a PC Kind:
Hares Hares are hasty, impulsive, thoughtless and a tad arrogant. They love fun and cannot resist partying, feasts and other lively events. They often say things they don’t mean and allow their tongues to run away with them, to the extent of contradicting themselves several times in the same sentence. Nevertheless, they generally mean well and are likeable, even if you have to take what they say with a pinch of salt. Hares cannot become Friars or Wizards, but the other classes (including the Rogue) are open to them.
Hares have the gift of the gab, so they receive +1 to persuade rolls and they can jump (on the ground) far better than most other creatures receiving +1 to any jump roll as a Scout ort Rogue, or receiving the Jump ability as a non-Scout or Rogue Hare warriors can use their Jump ability (in place of Warrior Stunt if higher), to leap over an opponent’s head whilst stabbing down with a spear to receive a +1 attack bonus. For this reason, Hare warriors tend to favour spears as their weapon of choice.
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Post by simonw on Apr 24, 2011 4:19:08 GMT -6
...and Otters
Otters Otters are the most comfortable of the Kind on water (although Water Voles might have something to say about this). They are never found far from rivers, lakes or the sea and are the best river-boaters, sailors and ferry-beasts around. Many also turn their paws to building watercraft.
Player-character Otters can naturally handle any watercraft and can swim in any natural (i.e. non-magical) water conditions. Otters can also tell, just by looking and listening to the water surface, what hazards are around up to a furlong away (i.e. if there is a waterfall, rapids, reef or similar). There is no established die roll or rule for using these abilities; exactly what the Otter can or cannot do or perceive is up to the Referee.
Player-character otters can be of any class; but many are Scouts, for obvious reasons.
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Post by Mike on May 10, 2011 0:35:19 GMT -6
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Post by simonw on May 10, 2011 8:34:09 GMT -6
Nice to see someone getting some fun out of my little game (except the poor Mole...). The mole (Flint) in our game uses a pole-arm and wades through rats and weasels like nobodies business! Anyway, look out for two new products soon: WOODLAND WARRIORS OUT WEST and GREYROCK ISLE MINI CAMPAIGN SETTING
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monk
Level 5 Thaumaturgist
Posts: 237
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Post by monk on May 10, 2011 9:10:40 GMT -6
Threw together a little character sheet for use with my students who, by the way, are going crazy over this. Thanks Simon. Attachments:
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Post by simonw on May 10, 2011 10:16:31 GMT -6
That's great to hear!
I've got two games on the go - one in the Alder Vale setting and the other in the upcoming "Greyrock Isle". It's in the same "world" as Alder Vale (Overnesse) but set off the eastern coast. Vorstang, the mighty Wolverine has invaded the island and PCs are "Robin Hood" style outlaws (or resistance fighters if you prefer) fighting the evil vermin invaders/occupiers. I really should write up an actual play...maybe the next session
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Post by Mike on May 11, 2011 3:08:33 GMT -6
Threw together a little character sheet for use with my students who, by the way, are going crazy over this. Thanks Simon. Any chance of PDFing that? ;D
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Post by Mike on May 11, 2011 3:16:44 GMT -6
Really looking forward to the future developments Simon.
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monk
Level 5 Thaumaturgist
Posts: 237
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Post by monk on May 11, 2011 8:50:05 GMT -6
Threw together a little character sheet for use with my students who, by the way, are going crazy over this. Thanks Simon. Any chance of PDFing that? ;D Done! Attachments:
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Post by Mike on May 12, 2011 3:55:10 GMT -6
Very nice, thank you!
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Post by simonw on May 22, 2011 15:53:12 GMT -6
As the Greyrock Isle campaign setting is nearing completion (after several weeks of playtesting too) I thought I'd share a tidbit of the new class that will be in the book:
Talespinner (by Mike Richards) Talespinners are wandering story-tellers, musicians and entertainers. Younger ones tend to travel a lot, searching for new pieces of lore and practicing their singing and poetry; older ones tend to retire to an Abbey or Castle, or even found their own School. Some Talespinners multiclass as Friars or Wizards.
Storytelling: Talespinners are born storytellers and have great stores of factual and invented information. They get a +1 bonus on all Lore and Persuade rolls.
Roguish Skills: Talespinners learn some of the skills of a rogue and can use disguise and sleight. They can use sleight to juggle as well as the usual uses of the skill.
Performance: At 1st level, a Talespinner can spin a web of words to attract an audience. Creatures must be able to hear and understand the Talespinner to be affected. Affected creatures take a -1 penalty to Notice checks (as they are so engrossed in what the Talespinner is saying). This is useful as a distraction for various purposes). Suspicious creatures are entitled to a Will save. Any obvious threat breaks the effect and the target then gains a +2 bonus on Will saves against the Talespinner's stories for the rest of the day.
There is more - this is presented as a taster...
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Post by simonw on May 28, 2011 10:31:45 GMT -6
We had a go at "OUT WEST" the other night. I started then at 350 XP, which means some were 2nd level and othere were 3rd level. The characters were:
Firepaw: A Prairie Dog Shootist/Warlock. Level 2. Stilton: A Mouse Scout. Level 3. Periwinkle: A Beaver Warlock. Level 2. XXXX (forgot his name): A Raccoon Talespinner. Level 3.
All except Firepaw are in the Stray Saloon in Goldville playing cards. The Talespinner is awaiting a famous gunslinger to show up, so he can write stories about his adventures to send "back East". He doesn't have to wait long - a small gopher runs in to tell him he just saw the famous "Firepaw" ride into town. Firepaw ties his grass lizard to the rail outside the saloon and walks in. The pianist stops playing. The card players gawp at the newcomer. The Raccoon uses the opportunity to palm a few cards.
After a few introductions, Firepaw sits with the card players. The Talespinner wants to find out more about the gunslinger's exploits so buys him a shot of "red eye" and they start jawin'.
A while later, a shout goes up outside: "the bank is being robbed" - followed by gunshots.
The characters run outside. They see four rats and a weasel keeping the mouse sherrif pinned down while they break for their mounts. Periwinle recognises them as members of the infamous Dog Lightnin's gang. Firepaw isn't bothered and walks down the main street, duster flapping behind him. He eyes the varmints and draws his pistol. Three shots bring down one rat and wing another. Stilton fires from the saloon boardwalk, bringing down another varmint and the raccoon runs out into the street firing at another, bringing him down too. The last rat and weasel fight on like...well, cornered rats. They try to get to their mounts whilst firing again at the sherrif and at Firepaw - missing both. Periwinkle acts last (he's a bit portly) but gets off a spell to sleep the grass lizards, leaving no escape for the varmints except to fight it out.
Firepaw by now has walked right up to the last rat and calmly puts a single bullet between his eyes. Stilton sights the last weasel and finishes the job. Five varmints lay stretched out across the Goldville main street.
The sherrif comes over and thanks the PCs - saying all bar one of the sleeping grass lizards now belong to them. He'll sell one to pay the funeral bill. The sherrif looks closely at Firepaw and then returns to his office to look for a poster he thinks is in his drawer somewhere...
Overall, it went really well and I was pleased with the way the rules worked. We didn't get a lot of actual "game" in because we were bust discussing the setting/class options and generating characters to 2nd/3rd level - whilst I was explaining why certain changes to the core rules were necessary (like armour, which is less relevent "OUT WEST", changes to classes and the new Kind that are available as PCs).
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Post by Mike on May 28, 2011 20:32:37 GMT -6
Sounds awesome Simon, when do we get to see this one?
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Post by simonw on May 29, 2011 6:58:51 GMT -6
Sounds awesome Simon, when do we get to see this one? OUT WEST will be a month or two after after Greyrock. Greyrock, I'm hoping will be within the next week or two. I'm just waiting for the last of the artwork. There may be another new class in it too - "The Wanderer". I'm just fine tuning it at the moment. It's a CON based class - which now covers all the attributes (with the Talespinner covering CHA).
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Post by spectresghost on May 29, 2011 13:20:28 GMT -6
This sounds awesome. I just got a copy of Woodland Warriors. Now if I can get my homework out of the way I can start reading it so I'll be ready for all the supplements!
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Post by simonw on Jun 4, 2011 5:51:07 GMT -6
Greyrock Isle is now out! www.rpgnow.com/product_info.php?products_id=92191Greyrock Isle is a sandbox-style campaign setting and sourcebook to further your WOODLAND WARRIORS enjoyment. It includes two new classes (Talespinners and Wayfarers) and two new Kind (Hares and Otters) to give more options to players of the game. Greyrock used to be an idyllic haven until Vorstang came with his Vermin pirates. Now the islanders are overtaxed, harrassed and bullied daily. They need some heroes to lead the revolt..perhaps you have the necessary stuff to be those heroes?
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Post by spectresghost on Jun 4, 2011 20:07:13 GMT -6
Downloaded, printed, stapled, and bumped to the top of the review list. Thanks!
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jjarvis
Level 5 Thaumaturgist
Posts: 278
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Post by jjarvis on Jun 7, 2011 21:00:10 GMT -6
Just got a chance to play Woodland Warriors and despite it taking shockingly long for the players to roll up PCs (I was baffled) it went very well. 8 PCs including 3 warriors, 2 scouts , 2 friars and a wizard. We got in three fights in less then 30 minutes of play and they were fun. No PC deaths but 2 did end up paralyzed during a fight with a pair of ghoul-rats.
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Post by simonw on Jun 8, 2011 0:12:14 GMT -6
Just got a chance to play Woodland Warriors and despite it taking shockingly long for the players to roll up PCs (I was baffled) That is weird. Did they have trouble choosing their Kind? Sometimes, where a decision has to be made, players are slow to choose but the system itself is so quic, like you I'm baffled. In our playtest groups we've generated loads of characters and it has generally taken less than half an hour each time (for 4 players). It would be shorter without having to explain the different Kind and classes. it went very well. 8 PCs including 3 warriors, 2 scouts , 2 friars and a wizard. We got in three fights in less then 30 minutes of play and they were fun. No PC deaths but 2 did end up paralyzed during a fight with a pair of ghoul-rats. Glad you had fun. Ghoul-rats can be nasty little critters. I'll be running some more "Out West" this week. I'm liking this a lot. I'll post it at the weekend. I'll post the game from last week too, which I forgot to do.
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jjarvis
Level 5 Thaumaturgist
Posts: 278
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Post by jjarvis on Jun 8, 2011 7:59:10 GMT -6
That is weird. Did they have trouble choosing their Kind? Sometimes, where a decision has to be made, players are slow to choose but the system itself is so quic, like you I'm baffled. In our playtest groups we've generated loads of characters and it has generally taken less than half an hour each time (for 4 players). It would be shorter without having to explain the different Kind and classes. It was pretty darned curious I had my wife whip up a third level character, with 300 g.p. for equipment after the game (she hadn't played) and it took her 25 minutes to make a wizard select spells and buy equipment. She thought it was curious it took the other guys so darned long. I did only have one copy printed out but kept if loose so section could be passed around as needed maybe that's what slowed it down. The players still had fun during the brief amount of actual play we squeezed in and definitely want to give them another shot. While the players were creating their characters I whipped up an adventure with a simple outdoor map (player and ref copies), 3 little indoor maps with bare minimum amount of detail and along with the stats for the tough or reused npcs/monsters all in under 30 minutes, while answering player questions and helping them with their characters.
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