Waterbrick Down

Eurobricks Archdukes
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  1. Waterbrick Down

    Heroica RPG 2.0

    Some of it would fit well, some of it's a bit heavy on the sci-fi side. Thanks for the link. :)
  2. Waterbrick Down

    Heroica RPG 2.0

    For those interested in the Discord server, send me a PM and I'll get you an invite.
  3. Waterbrick Down

    Heroica RPG 2.0

    Phone not required, you can run Discord from your computer.
  4. Waterbrick Down

    Heroica RPG 2.0

    Sounds good, I'll get something put together tonight.
  5. Waterbrick Down

    Heroica RPG 2.0

    I can set one up if that'd be helpful. Might be more profitable than the google doc we've got going.
  6. Waterbrick Down

    Heroica RPG 2.0

    Yes, I'm part of a gaming discord and we have private DM channel that the rest of the players can't see.
  7. Waterbrick Down

    Heroica RPG 2.0

    No rules on vehicles yet, currently I don't think we're planning on PC's owning their own ships or at least not making them a big part of quests. Plus vehicle combat is a whole other system that will require a lot of planning. Right now I think the focus is more on the RPG aspect and less on the tactical war game aspect of the game. Regarding battle map/grids. You can go as basic as Excel or Google Sheets, photoshop, or there's plenty of mapping apps out there like Dungeon-Scrawl, Inkarnate, or Dungeon-Draft. Alternatively, as previously mentioned, I'd like to implement some sort of creator's guild where players can submit assets like NPC/enemy portraits, battle maps, or scenery photos, that can be used by other DM's in return for XP that can be spent on the character. Overtime, potential DM's could possibly put a quest together just based on community created content alone.
  8. Waterbrick Down

    Heroica RPG 2.0

    Correct, one active character. It'd be preferable for canonical purposes if players didn't flip back and forth between characters. There will be a respec system that you can reallot level up points to try a different style with your character, but the idea is that death will have some consequence. Again the plan is to not wealth/items be as big of a deal in Heroica 2.0 so that losing things isn't as debilitating as it would be in Heroica 1.0. Also if any other folks want to contribute to the working doc, send me a PM. We've got most of the critical species/planets roughed out, but there's still more to do on locations/technology/factions.
  9. Waterbrick Down

    Heroica RPG 2.0

    Preferably they'd create a new character, but retain the level up points they've gotten with the old character. That way it introduces some finality and closure (no more immortal heroes), without having players feel like they've wasted a ton of time (progress is carried over to new character).
  10. Thanks that helps. How did the shards end up in Jack Mallory's room? And what was with the burned pieces of paper in the housekeeping storage?
  11. Thanks Bob for hosting! I think you've already identified the negatives of the game, so I won't belabor the point about timing. From running games in Heroica, I know how hosting can be a huge responsibility and how easy it can be to bite off more than you can chew. Given the format, I'm not sure there was much else you could have done to speed things up given your circumstances without things feeling curt. All in all though the game was still fun even if it petered out at the end. As for the game itself, I've never participated in a mystery game, so this was a first and I wasn't always sure what things were typical of the style and what were typical of this particular game. It wasn't always clear what sort of clues we were looking for and towards the end it sort of felt like we were simply checking boxes on a check-list instead of investigating. While that's certainly a valid strategy it kind of takes away the thrill. I think having events occur during the investigation would have helped breathe life into the scenario. When Lord Duvors entered the game, it introduced a new complication which was great. The fact that their was a ship tracking the excelsior, was certainly new information, but it wasn't something we could interact with in anyway so it was simply added to the list. Maybe it's part of the format as well, but having folks in on the murder (Arthur and Sophie) sort of throws a wrench in the investigation as they actively may prevent information that could solve the mystery from coming to light and while as a player I would have loved to be more cooperative with the investigation, I couldn't be sure if I'd have to sit out the rest of the game if the rest of the players threw me in the brig. It also meant that we couldn't rule out if the murderer was one of the players and with the clues being so cryptic, we'd have to depend upon them giving up backstory information, but unlike in a mafia game with voting we couldn't force someone to give up information if they didn't want to. A few questions: How many clues did we miss? Can you layout the timeline of the murder? As for the rest of you, it was a pleasure spending role-playing with you and solving the mystery, though it never quite felt like a wholly collaborative experience. The early weeks were a lot of fun getting into character and I really appreciated the outlet. Gabby is still one of my favorites. Seymour and his tiger were great additions and the political jabs by Charlotte hilarious. Roll PM:
  12. Waterbrick Down

    Heroica RPG 2.0

    Thanks for all the work Lord Duvors. I think it's important to remember that while setting consistency and world-building are important for ensuring everyone has a good foundation. We don't want to lock ourselves in to too much until things get off the ground. Create the barebones what is necessary to know for a few general quests and history perspective and then let it expand from there. The important piece is making sure we've got a system that is enjoyable and that facilitates the stories that want to be told.
  13. Alrighty folks, do we have much else to go on or are we all taking shots in the dark? I still want to get crystal clear answers from Mr. Seymour and Mr. Frost as to what they heard or saw during the night of the murder. Considering the proximity of their cabins to the deceased, it stands to reason that they would have been the earliest to hear anything going on in Mr. Peck's room.
  14. "So if we aren't making it to the captain's quarters, anywhere we want to revisit?"
  15. "Anybody missing any valuables lately?"