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About This Game

A place to find others to play Vaults & Vows.

Game System

Ironsworn

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05/31/2024

Detailed Description

Vaults & Vows is a freely available hack of the free game Ironsworn. This forum is intended to help interested parties find like-minded others to play Vaults & Vows games in cooperative mode.

  1. What's new in this game
  2. I think Face Danger would work well, yes! But, I also think we lost ; and never really posted anything in the story thread. I appreciate your willingness to continue, but I just don't have the energy to go through more recruitment, more ghosting etc. I'm good to leave this here for me. Ironsworn can be played in solo mode too, so if you want to continue with just Ari, please feel free. And please feel free to use Melia as you wish-killing her off, handing her to a new player, whatever! Even though it was a short game, I enjoyed it while it lasted, but I just don't have the resilience to keep pushing through. I hope you understand!
  3. Apologies for the delay. This is my busiest time of the year--end of semester grading. And I had some rules/procedure questions which meant that it was easier to post in other games (where I'm familiar with the rules). I didn't realize it's been, like, two weeks now. So here's my question. I think I want to do a "Face Danger" move, which would involve Ari (and the NPC) lowering the anchor to the right depth without falling overboard. Does that sound like a Face Danger move? Or is there some better way to express the move in relation to the narrative (the need to lower the anchor)?
  4. Doh! Sorry guys. I think I read Vlad's IC post really late one night this week when I should have been sleeping and then forgot that he'd posted. I saw it just now and realized my mistake. I'm busy tonight but will post tomorrow.
  5. Melia of Stormrest [Mom: 4 (10/2) | Health: 5 | Spirit: 5 | Supply: 5 | Fails: 0 As the spirits rose from unfathomable depths, so did Melia, abandoning her bailing-bucket, unconsciously mirroring them. She had been fearing this: she could have sworn at the onset that this was no common storm. Matters of the spirit-realm were supposed to be her business. And yet, to her shame, she held no answers to the phenomenon that seemed to have taken the entirety of the Iron Lands in its grip. As if entranced or enthralled, she walked slowly-and to the extent that the tumultuous waters beneath her feet allowed it-towards the prow. She yearned to learn, to understand... and to seek aid, which seemed at times impossible to secure from the living. "Why are you here? What do you wish of us?" she thought, but the words did not leave her lips-not yet. Perhaps these spirits could read her mind-were voices even needed amongst the voiceless? OOC I'll start us off in this Scene Challenge with a Face Danger +heart; she is trying to get herself noticed by the spirits, and ideally receive a positive-ish reaction from them. Perhaps they can help. As I mentioned in the OOC, I am in favor of a Formidable Scene Challenge but this doesn't have to be so-if others prefer it we can adjust it to a Dangerous or Troublesome one even post-hoc. But we should probably decide soon. Anyway... here goes. Edit: A weak hit... barely. In the context of the Scene Challenge, Face Danger works differently (if I remember correctly): in this case, a weak hit means marking progress and countdown (and a minor narrative complication that could cause a delay arises). I'll write them in my next IC post, as I feel like it would be a personal thing for Melia, but for now I yield the stage to my fellow players. Survive the spirit-storm Formidable Scene Challenge Progress: ■□□□□□□□□□ Countdown: ■□□□
  6. This is a lengthy article () but the TL; DR is the table here: The numbers on the top are the modifiers of the stats being used-so higher chances of success if PCs manage to leverage their better (+3) stats. I think I'd enjoy a bit of suspense / uncertainty of outcome, so I'd go for Formidable, but I am happy to go for a lower challenge rank (like Dangerous and Troublesome) if folks prefer. Basically, I'll go with the majority. Extreme and Epic are way too masochistic so it's a no from me lol :) I'll try to have an IC post up in a couple of days! Edit: I think we can manage without 'questions' for now. Though I do like the 'questions' approach (it comes from Dungeon World / PbtA, right)? I am just less familiar with it because I have not played Dungeon World ever, but I think it works well and I do enjoy answering the questions or coming up with them! Especially for asynchronous PbP, as it gives me a bit of time to think!
  7. I looked over the rules. I really like them! But I'm not experienced enough to determine the initial parameters, so I'll leave that up to you guys. Also, I wasn't sure if I should provide more questions for the second "scene." I'm happy to do so, if that's what we're doing.
  8. "Lower anchor! Five lengths!" Dagyar shouted above the howl of the unrelenting storm--conveying Egrim's order. He stood firmly at the stern, the steering end of the steerboard wedged in an armpit as he leaned his weight into it, keeping the oncoming waves at Sigla's stern. His uncle, Egrim, at his back, adding his weight to the steerboard. Egrim, more than any of the other crew--Dagyar, the old sailor Syomi, and the boy Ari--seemed completely unshaken by the howling. Perhaps because he was nearly deaf. For there were spirits in the storm. And they howled, adding an unearthly, unnerving clamoring to the storm's roar. Most of the spirits appeared as ghostly versions of drowned men or women--bodies unevenly bloated, skin thick with corpse wax and dripping water, eyeballs or other bits taken by tiny predators of the deep. They took no notice of Sigla, speeding high above, tossed about by the angry winds or perhaps driving those winds. Their distant maddening cries somehow penetrated the ear and clawed at the soul. Occasionally, a spirit's storm-blown course would bring it within easy view and hearing of the few mortals aboard Sigla, and nearly all aboard would cover their ears, some closing their eyes. Continuing her unrelenting rhythm, Sigla's prow pitched down as she slid upward and backward toward the crest of the mountainous wave overtaking her stern, turning stomachs, inviting panic. Moments later, the knarr's prow pitched up as she slid down the backside of the wave. Most of the passengers huddled together midship where Syomi and Ari led them in steady bailing. But Dagyar's shout had brought Syomi and Ari to their feet. An old man at the end of his sailing years, and a wiry boy--it would take the two of them to safely lift the anchor over the gunwale without risk of pitching themselves overboard. Both Syomi and the boy seemed shaken by the howling spirits as they steeled themselves for the task ahead.
  9. I think that's a great and natural way to continue forth with the narrative!
  10. I'm good with a storm scene! It would be exciting for me. Maybe we can use the scene challenge rules from the book?
  11. My first attempt at the opening post positioned the narrative in the middle of the storm, with the PCs and NPCs fighting for survival. I decided to back it up a bit to the point at which they first saw the storm and had to make some decisions and deal with strife aboard the ship. But I've still got the original opening post saved. If that would be a good point at which to advance the scene, I can do that with only a bit of editing. I could have it up tomorrow afternoon. Thoughts? Yeas? Nays?
  12. Sure. I added a post. If anyone wishes to carry the scene forward from here, please feel free!
  13. Melia of Stormrest [Mom: 4 (10/2) | Health: 5 | Spirit: 5 | Supply: 5 | Fails: 0 Melia had moved where the rest of the crew had gathered, and she too was knelt over the hull, bucket in hand, collecting sea-water to cast back into the sea. It was a task beneath her-one that she would never have considered had Kuno been alive. But circumstances had change drastically. All hands were needed now-even hers. How much of her power and position remained yet? Even now, when she spoke of gods and spirits, some heeded her not. But men often changed when caught in the iron grip of terror. They remembered their gods then, and sought not to challenge them. Her words, she realised, could prove more potent now-but only if she risked it. And what was the cost? If the sea took them, they would all be drowned, and neither renown nor reputation would matter any more. "Redcrest is not far." she said as she rose, her eyes affixed to some distant point in the sky, where lightning was breaking. "The gods will guide us there. It is written in the heavens. Heed me, and I swear by their will that they will grant us passage." OOC Let's Swear an Iron Vow: lead the crew to Redcrest (a nearby island a couple of days by sea from where we are). This can be a Dangerous quest. Edit: Weak hit. +1 momentum. The text says "you are determined, but begin with more questions than answers." Maybe questions such as, how do we survive the storm? Where is Redcrest, exactly? Are the gods truly on our side? Will the crew turn against us yet?
  14. I think I'll wait for you to have Melia post the vow. I'll watch and learn.
  15. It could be a bit strange, but I don't know. There's probably ways to frame it in the narrative. For example: Ari has already given good counsel; perhaps the crew turns to look back towards the shore as one of the other ships (which has decided to head back) gets wrecked. This could cement confidence in Ari's competence and good counsel, making it plausible that he'd be the one (as an expert/waterborne) to lead them to safety. So it's all part of the game, but choosing appropriate narrative framing can support these kinds of things. That being said, I can have Melia do it too. I may not be able to today, though, so if you think you can beat me to it (and want to try it), please feel free!
  16. OK, I get it now. I suppose I was confused by the idea that one PC is swearing the vow, missing the idea that the vow structures the narrative for all the players, and should be meaningful/relevant to all of them. So yes, I could see Ari swearing a similar vow (getting us through the storm to some location X) because of her Waterborn knowledge about the sea, but because there are older more experienced mariners (NPCs) onboard, it seems weird that she'd be the one to swear the vow. Right? So maybe Melia should be the one to swear the vow.
  17. I am all for PCs being a bit more active since they're the protagonists, after all. And although PC-PC relationships are cool and interesting, experience has taught me that it's perhaps a bit dangerous to attach one's arc to another PC's. People ghost all the time, so that can complicate things a lot. As for vows... Since we are swearing for inciting incident, it would be nice to have something that everyone aboard the ship (especially the PCs) have a shared stake in. I really like Ari's vow, but I am a little bit unsure of it being a bit too personal. I think it's great for him (her) to swear it but I am not sure how we'd frame it in the narrative that the other PCs would have a stake in it. At this point, I am not even sure if the other PCs are aware of his backstory. As for Melia... I think she understands that the crew needs to work together to survive. She's suffering a crisis of faith of sorts, but I think she would totally try to take advantage of her position (as a former mystic / priestess) to encourage the crew to work together. So something like "I swear by the gods that I will return us to the safety of location X" might work? It could be a simple vow, perhaps Troublesome or Dangerous in rank, and could involve a few steps such as: A Scene Challenge to survive the storm. One (or more) sea-voyages (journeys) to an island or more. A combat (if it arises). A social challenge (or scene challenge) to keep the crew and/or ships together, after the immediate danger has been resolved. Anything else we want to add. The idea is to showcase different aspects of the system, as a kind of introduction and tutorial. And this inciting incident, if successfully fulfilled, could serve as a milestone in the bigger journey (the background vows), as it would be one (small) step closer to home. But again-I am flexible. If Ari prefers to do his vow instead, I am good with that too.
  18. I'd planned something similar for Ari--with her being something like a sidekick to Vigo. But with Vigo being less present in the narrative (whether for the short term or the long term), I introduced something that would push Ari to bold actions: seeing the people responsible for her mother's death sailing away in her ship. So the Ari Vow I was thinking of would be something along the lines of "I will avenge my mother's death and take back Vahivala." Being new to the game, I'm ready for feedback or clarification about what good vows look like and how this one could be better. Also what would the Malia's vow look like? Whichever Vow we chose, I realized as I wrote this that it would help me to see some examples of vows for our situation.
  19. Cool cool. I'm good to let Ari if she wants it!
  20. I'd rather let someone else do a vow, Yorick's current status has him a more passive character until circumstances change. So it's more appropriate I feel if either of you instead pledge the vow.
  21. I am happy to wait so no worries on my end!
  22. A crazy busy day today, and--oddly--a wedding to attend immediately after work. I have thoughts on the "oath" but won't be able to post until Saturday morning (or possibly tomorrow evening).
  23. I am guessing the next (or maybe next-next) order of business is for someone to make the Swear an Iron Vow move for the Inciting Incident. If either of you would like to attempt it and believe that their PC has the narrative positioning to do it, please feel free to go ahead and make a post. I can also probably attempt it-I think Melia could plausibly make it without it being too much of a stretch. But I am happy to give the spotlight to another!
  24. Yorick and Grendel | Momentum: +4 (10/2) | Health: +5 | Spirit: +5 | Supply: +5 | Fails: 0 Following the rest of the crew, Yorick went to get a bailing bucket as well. He noticed, much to his surprise, that Haegoth grabbed the largest and had set out for the lowest part of the ship, where the water would pool the most. The others situated themselves evenly across the ship, and Yorick at the prow near Grendel. Stormward, the ship sailed, following the shadows of the other two ships, further out. Every creak and groan of the ship sent waves of unease and terror that tasted of salt water. The torrents of the heavens pouring harder than ever and the waves, like tormenting hands, pushed and pulled on the ship. In the distance, a punishment of the sea, a huge wave that could engulf houses was coming. "Grendel! Grendel! To the middle of the boat with you else the waves will tip the boat and the sea will swallow us all!" said Yorick. The monstrous beast awoke at the call of her guardian. It went bounding down the boat, miraculously avoiding knocking anyone back or spilling more water into the boat. The boat, with the wyvern at the centre, felt more balanced. It won't be enough to weather this coming storm. Secure Advantage: Move Grendel Secure Advantage(Heart+Animal Kin) Challenge Dice 1 Challenge Dice 2 Taking momentum
  25. Hi all, Just learned about Ironsworn and want to give it a try. I have been playing table top games on and off for about 30 years. I'm interested in many different type of games from your typical dungeon crawlers and such, all the way up to heavy narrative games. Though I'll admit I've not played as many narrative ones, moistly due to the people I've played with. I'm been on mythweavers for a few years now. I tend to post during the week though sometimes on weekends. I see most of the people looking for games right now are, like me, pretty open to any sort of game and vaults and vows is supposed to be close to D&D in style. So here are some idea from my D&D campaign slush pile for people to spark off of: Fantasy Breakout Kings or Suicide Squad: Basically a bunch of criminals that are forced together to capture and/or eliminate other criminals in exchange for a reduction in sentence A group of traveling bards/actors trying to make a living A hero/adventurer academy: children learning how to be heroes, understanding their individual talents and how these talents work within a group A pony express courier style game. Kinda like that old young riders show though less old west and more fantasy. Or maybe something closer to terry Pratchett's Going Postal
  26. I decided not to make it a big deal. Just added a few lines to my previous post and it's done. Post away, Del.
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