Author Topic: Mistborn General Purpose Newbie-Friendly Q&A Thread  (Read 15348 times)

galvaneisse

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #90 on: August 23, 2016, 10:05:14 PM »
My wife and I have been building what we feel is a very interesting campaign in the Farmost dominance. If we type it up as a campaign and it turns out you like it, would crafty-games be interested in purchasing it and publishing it as a prewritten campaign?

bobbyboone

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #91 on: August 25, 2016, 06:22:32 PM »
Okay, I should have responded to Hero and SirJerric a while ago, but I never got around to it. Thank you both! That was some great advice. I'm trying to start up a regular group, and those tips are going to be super helpful! Hopefully your advice will help make it easier to get started, and maybe I'll have some good stories to share sometime!

I really like the idea of introducing the Challenge, Contest, and Conflict in order, that's quite clever.

Also, Hero, that write up you made is really good!

TwoDSix

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #92 on: October 28, 2016, 03:35:15 PM »
Hi, I read the books a couple of years ago and hope to run a game for my writers group shortly, but I have a few questions:
-If a Feruchemist wants to tap multiple metalminds for a single action can he tap up to 10*his rating charges from each metalminds, or a total number of charges equal to 10*the lowest rates metal used?
-In the Final Empire era are Cadmium and Bendalloy still allomantic metals? Or have they been completely replaced by atium and malatium?
-Are Ferrings possible (at least theoretically) during the Final Empire era? I was considering adding them as an option for players, but I'm not sure if it's strictly impossible or just something that's unlikely to appear.

And a question about houserule I'm considering.
-As far as I understand lost/destroyed Props return at the next Long Breather. How game breaking would it be to have them be restored at short breathers, to encourage taking expendable props.

lord Claincy Ffnord

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #93 on: October 28, 2016, 05:31:46 PM »
Hi, I read the books a couple of years ago and hope to run a game for my writers group shortly, but I have a few questions:
-If a Feruchemist wants to tap multiple metalminds for a single action can he tap up to 10*his rating charges from each metalminds, or a total number of charges equal to 10*the lowest rates metal used?
They can tap from multiple up to their individual limits with each metal.

-In the Final Empire era are Cadmium and Bendalloy still allomantic metals? Or have they been completely replaced by atium and malatium?
They are still Allomantic, almost impossible to obtain, but a mistborn or appropriate misting could still burn them.

-Are Ferrings possible (at least theoretically) during the Final Empire era? I was considering adding them as an option for players, but I'm not sure if it's strictly impossible or just something that's unlikely to appear.
Theoretically yes but canonically they didn't exist. Ferring's are a result of interbreeding between feruchemic and allomantic bloodlines as the allomantic genes interfere with the feruchemy ones. (reference). It would probably require at least a couple of generations of mixed parenthood, the Terris breeding programs make that extremely difficult but not strictly impossible. In the end it's your campaign so if you want to allow it: go for it :)

-As far as I understand lost/destroyed Props return at the next Long Breather. How game breaking would it be to have them be restored at short breathers, to encourage taking expendable props.
I don't think it would be overly game breaking unless your players tried to abuse it. I think it would work pretty fine for smaller items but might be a little stranger for larger props like carriages. In my campaign we use a somewhat similar house rule specifically for metal vials (the only props players tend to run out of regularly in my experience) where if the player's have access to their safehouse/base of operations they can replenish a metal vial prop once per day.

TwoDSix

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #94 on: October 29, 2016, 06:46:13 AM »
Hi, I read the books a couple of years ago and hope to run a game for my writers group shortly, but I have a few questions:
-If a Feruchemist wants to tap multiple metalminds for a single action can he tap up to 10*his rating charges from each metalminds, or a total number of charges equal to 10*the lowest rates metal used?
They can tap from multiple up to their individual limits with each metal.

Thanks, the rules just seemed a little vague on that point, I wasn't clear if the limit was 'charges drawn from this metal' or 'charges drawn while drawing from this metal'. Knowing it's the former is nice, it allows keepers more flexibility.

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-In the Final Empire era are Cadmium and Bendalloy still allomantic metals? Or have they been completely replaced by atium and malatium?
They are still Allomantic, almost impossible to obtain, but a mistborn or appropriate misting could still burn them.

Okay, it's just I remember one of the annotations for Hero of Ages, and it seemed to suggest that atium and malatium held that spot on the table. I'll have Cadmium and Benalloy as possibilities if anybody wants to have some variation of 'discovers a new allomantic metal' as their Destiny.

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-Are Ferrings possible (at least theoretically) during the Final Empire era? I was considering adding them as an option for players, but I'm not sure if it's strictly impossible or just something that's unlikely to appear.
Theoretically yes but canonically they didn't exist. Ferring's are a result of interbreeding between feruchemic and allomantic bloodlines as the allomantic genes interfere with the feruchemy ones. (reference). It would probably require at least a couple of generations of mixed parenthood, the Terris breeding programs make that extremely difficult but not strictly impossible. In the end it's your campaign so if you want to allow it: go for it :)

I'll probably rule that, at least in my campaign, some capacity for Feruchemy existed in all people before the Final Empire, but nowhere near the capacity of Terrismen so it went undiscovered. Either that, or I'll just have it as an Average Powers option for Terris characters, who are considered to be a 'disabled' form of Keeper.

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-As far as I understand lost/destroyed Props return at the next Long Breather. How game breaking would it be to have them be restored at short breathers, to encourage taking expendable props.
I don't think it would be overly game breaking unless your players tried to abuse it. I think it would work pretty fine for smaller items but might be a little stranger for larger props like carriages. In my campaign we use a somewhat similar house rule specifically for metal vials (the only props players tend to run out of regularly in my experience) where if the player's have access to their safehouse/base of operations they can replenish a metal vial prop once per day.

The idea was focused mainly on a few things, mainly metal vials and thrown weapons though. I don't want mistings or mistborn to feel like they have to spend several prop slots on metal vials instead of fun props, which I can see being a particular problem for Mistborn and Thugs (who could very easily run through their pewter in the beginning of the session if they aren't careful), and characters who specialise in throwing knives/darts (with applicable trait) don't have to spend multiple prop slots on being able to attack. Maybe let people make a resources roll to restore props in short breathers without spending resources? It means you might have to wait a few days to get your carriage repaired, but cheap items can be regained easily.

lord Claincy Ffnord

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #95 on: October 30, 2016, 07:05:35 AM »
Thanks, the rules just seemed a little vague on that point, I wasn't clear if the limit was 'charges drawn from this metal' or 'charges drawn while drawing from this metal'. Knowing it's the former is nice, it allows keepers more flexibility.
Yeah, I can see how they could be read either way. That ruling is what I've always used anyway.

Okay, it's just I remember one of the annotations for Hero of Ages, and it seemed to suggest that atium and malatium held that spot on the table. I'll have Cadmium and Benalloy as possibilities if anybody wants to have some variation of 'discovers a new allomantic metal' as their Destiny.
They did hold that spot on the Allomantic table of the time, but that's a representation of in-world knowledge of the time rather than the full detail of how the system works. The mists were more selective in the number of people they snapped and which metals they snapped them into to leave the sign that it wasn't a natural phenomenon but to my knowledge mistings of all undiscovered metals would theoretically have existed, though they never would have known it.

I'll probably rule that, at least in my campaign, some capacity for Feruchemy existed in all people before the Final Empire, but nowhere near the capacity of Terrismen so it went undiscovered. Either that, or I'll just have it as an Average Powers option for Terris characters, who are considered to be a 'disabled' form of Keeper.
Fair enough :) I suggest you think about how that will impact various aspects of the world. I don't mean that in a "that'll really mess things up" way but more in a "that could lead to some interesting consequences that might be worth pursuing" way :)

The idea was focused mainly on a few things, mainly metal vials and thrown weapons though. I don't want mistings or mistborn to feel like they have to spend several prop slots on metal vials instead of fun props, which I can see being a particular problem for Mistborn and Thugs (who could very easily run through their pewter in the beginning of the session if they aren't careful), and characters who specialise in throwing knives/darts (with applicable trait) don't have to spend multiple prop slots on being able to attack. Maybe let people make a resources roll to restore props in short breathers without spending resources? It means you might have to wait a few days to get your carriage repaired, but cheap items can be regained easily.
Yeah that could work, a couple of thoughts:
-generally speaking in the MAG simple is good :)
-I do think you want to find the right balance point so that vials aren't too easy to obtain as relatively limited metals balance out the power of thugs and mistborn a little. It won't come up most of the time but if they decide to constantly flare pewter they should be running into trouble unless they have a particularly high resources score.
-For darts/throwing knives I would probably just make a prop a "belt of throwing knives" and not worry about counting them. If they wanted them to be obsidian I might make them cost 2 prop slots.

Herowannabe

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #96 on: October 30, 2016, 07:46:42 AM »
Everything Claincy said.

Also, I've been using a house rule for a while now that I have found to be fun, you might be interested in it:

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Advanced Characters: Starting Secrets
At the time of character creation, you may spend AP to learn minor and major secrets. 2AP for a Minor Secret like knowledge of a discovered (but secret) metal such as Electrum or Aluminum, 4AP for Major Secrets like knowledge of an undiscovered metal or how Hemalurgy works. All secrets must be approved by the Narrator.

I even went so far as to price out all of the allomantic metals

Quote
To be clear, the costs and difficulties for undiscovered/secret metals are as follows:

Metal / AP to learn / Resource Difficulty / Allomantic Charges / Feruchemical Capacity
Electrum / 2AP / Difficulty 3 / 3 A-Charges / 50 F-Charges
Cadmium / 4AP / Difficulty 5 / 3 A-Charges / 50 F-Charges
Bendalloy / 4AP / Difficulty 5 / 1 A-Charge / 25 F-Charges
Aluminum / 2AP / Difficulty 3 / 3 A-Charges / 50 F-Charges
Duralumin / 2AP / Difficulty 4 / 3 A-Charges / 50 F-Charges
Chromium / 4AP / Difficulty 4 / 1 A-Charge / 25 F-Charges
Nicrosil / 4AP / Difficulty 5 / 1 A-Charge / 25 F-Charges
Malatium / 4AP / Difficulty 5 / 1 A-Charge / 25 F-Charges

KarenM

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #97 on: November 23, 2016, 10:50:17 AM »
Hello,

I just recently ran my first session, and I'm trying to prepare for the next one. I am familiar with the mistborn world but new at running rpgs. I had a couple of things feel awkward during my first session and I was hoping for some advice on how to smooth it out.

First I have a rioter who tried to riot fear in an enemy during a physical conflict, but if someone attacked him, like shot arrows at him, does he use his dice pool from the mental conflict to defend against the physical attack? Should there be separate dice pools, one for the physical one, one for the mental one, and you can only use one? Something that I haven't thought of?

Second, my group are playing thieves, and when they stole something, they sold it so I increased their resource score by 1, but my understanding is that goes away after a long breather if they don't spend it, which doesn't feel very satisfying. Any suggestions on how to handle an influx of resources, without having them hoard it or just lose it?

Thanks,
Karen

lord Claincy Ffnord

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #98 on: November 23, 2016, 09:01:40 PM »
First I have a rioter who tried to riot fear in an enemy during a physical conflict, but if someone attacked him, like shot arrows at him, does he use his dice pool from the mental conflict to defend against the physical attack? Should there be separate dice pools, one for the physical one, one for the mental one, and you can only use one? Something that I haven't thought of?
He would use his existing mental dice pool. You can flavour it as him using his rioting to distract the person attacking him at a critical moment or anything along those lines.

cond, my group are playing thieves, and when they stole something, they sold it so I increased their resource score by 1, but my understanding is that goes away after a long breather if they don't spend it, which doesn't feel very satisfying. Any suggestions on how to handle an influx of resources, without having them hoard it or just lose it?
There are a few ways of handling something like this.
-A temporary resource boost as you did is one way, I generally use that for fairly small amounts of increased money but I agree it would be unsatisfying for the result of a job.
-The crew could invest it in various ways; improving their safehouse, acquiring new contacts, learning especially valuable secrets
-You could consider the spoils a separate item that doesn't disappear over a long breather and use something similar to Herowannabe's atium selling rules: "Unlike other loot, these beads do not “vanish” after the next Long Breather as normal, and the Heroes may keep these beads until they use them or sell them. Any Hero may sell a bead to increase his Resources by 1 die, or may trade it for any number of items with a total Difficulty of 5 or less (e.g. five items with a Difficulty of 1; an item with a Difficulty of 2 and another with a Difficulty of 3; etc.); both these benefits last until the next Long Breather as normal."
-If it was a big enough raid you could allow 1 of the players to gain a permanent +1 boost to resources, but you want to be careful with that.
-You could house rule it as "crew funds" that is a permanent 1 point of resources that anyone in the crew can use in a roll, expending it, and it returns in a short or long breather.

I'm sure there are other ways too, these are just some suggestions.

Herowannabe

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #99 on: November 24, 2016, 07:33:52 AM »
Hello,

I just recently ran my first session, and I'm trying to prepare for the next one. I am familiar with the mistborn world but new at running rpgs. I had a couple of things feel awkward during my first session and I was hoping for some advice on how to smooth it out.

Welcome to the Mistborn RPG!  ;D Claincy gave you some good responses but I'll add my two clips, too.

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First I have a rioter who tried to riot fear in an enemy during a physical conflict, but if someone attacked him, like shot arrows at him, does he use his dice pool from the mental conflict to defend against the physical attack? Should there be separate dice pools, one for the physical one, one for the mental one, and you can only use one? Something that I haven't thought of?

Yeah, you use your existing dice to defend with, no matter where that supply came from. Most of the time you can flavor it so that it works out fine, like in Claincy's suggestion, but occasionally you might run into extreme situations where things br all down a little. For example, say you have a pewter-arm with a boosted physique of 12 and an influence of 3 who decides to smash up a warehouse as part of a social conflict. Rules as written that could allow him to defend with up to 10 dice when normally he would be limited to 3. It's times like that when you might need to intervene as the narrator and limit how many dice they can defend with or say something like the raid on the warehouse automatically succeeds physically but to determine the social ramifications of the raid the pewter-arm must form a dice pool using influence. As much as possible try to avoid that and find flavor reasons that will allow the players to handle conflicts the way they wish to. Remember, one of the keys to being a successful narrator is to say "yes!" ;)

Another option that I've considered using but haven't ever actually done it yet is to split up different types of conflicts into different beats. For example, in a duel you might have one beat of fierce combat (physical conflict, targeting Health), followed by a brief lull in the conflict where the combatants hurl insults and threats at each other (mental conflict).

Quote
Second, my group are playing thieves, and when they stole something, they sold it so I increased their resource score by 1, but my understanding is that goes away after a long breather if they don't spend it, which doesn't feel very satisfying. Any suggestions on how to handle an influx of resources, without having them hoard it or just lose it?

I would say it depends on what type of loot they stole and how big and important the heist was. These are just some rough guidelines off the top of my head, but I would say:

  • Picking a nobleman's purse? Give one player a "stolen purse" as a piece of equipment that can be spent to add +1D to a resource roll (just like when using a tool to perform a task)
  • Breaking into a nobleman's strongbox and stealing his cash? Give all players a +1 boost to their resources until their next long breather.
  • Scamming a great house out of a few thousand boxings? Give all players +1D to their next resource roll, regardless of how soon they make it.
  • Steal a bead of Atium? Claincy already quoted the rules for atium up above.
    Quote
    "Unlike other loot, these beads do not “vanish” after the next Long Breather as normal, and the Heroes may keep these beads until they use them or sell them. Any Hero may sell a bead to increase his Resources by 1 die, or may trade it for any number of items with a total Difficulty of 5 or less (e.g. five items with a Difficulty of 1; an item with a Difficulty of 2 and another with a Difficulty of 3; etc.); both these benefits last until the next Long Breather as normal."
    Note that these are not my rules, but the rules that Crafty laid out in both the "Skaa: Tin and Ash" and "Terris: Wrought of Copper" supplements.
Now, all of the above examples are fine and good for regular, run of the mill thefts. But what if your crew is actively trying to perform heists as their main objective- for the express purpose of getting rich or becoming the most famous thieving crew ever or etc? In cases like this, I would try to make the thefts less about the cash and more about... something else. For example:
  • Give the crew targets other than just plain cash to steal, and make it and interesting part of the story: Let them follow rumors that a certain nobleman has discovered a new allomantic metal. Maybe somebody's sister is taken by a noble lord and made his mistress, and the crew is hired to use their thieving skills to "steal" her back before the lord has her executed. Perhaps the crew is hired by a Terris Keeper to recover his stolen metalminds. Or perhaps the crew learns that a high ranking Obligator has an ancient artifact that can make anybody an allomancer... you get the idea. ;)
  • Whenever possible, try to tie the thefts into one (or more) player's Tragedy or Destiny. If one character has the Destiny to "become the most famous thief ever," and they plan and execute a major theft that has personal significance for that character, that could (and should!) count as a step towards fulfilling that character's Destiny, and when that happens you have the opportunity to award that character above and beyond the regular types of rewards. It's times like that when it would be appropriate to give the character a permanent boost to their resources or influence or reputation.

Anyway, I've probably rambled on for too long now, but hopefully you find some tips in there that will help you out in future gaming sessions. Enjoy! :)
« Last Edit: November 24, 2016, 08:05:56 AM by Herowannabe »

lord Claincy Ffnord

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Re: Mistborn General Purpose Newbie-Friendly Q&A Thread
« Reply #100 on: November 25, 2016, 03:37:48 AM »
Note that these are not my rules, but the rules that Crafty laid out in both the "Skaa: Tin and Ash" and "Terris: Wrought of Copper" supplements.
Oh, huh. Guess I only remembered encountering those rules in your campaigns. My bad.