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Found 18 results

  1. I am 100% sure this has been asked before, but I can not find any relevant topics for it at the moment. My Google Fu is failing me, so here goes. Feruchemy is a net neutral, as we know, granting no gain or loss, yet in the MAG Gold does bonkers things and I am trying to find a nice middle ground. Currently, in combat or very short beats, gold is functionally worthless as it doesnt heal, it provides "temp HP" (which logically makes no sense) Out of combat or in long beats, gold can be used to heal 10x the amount that you put into the storage, which totally breaks the conventions. Are there any suggestions to fix this? I came up with just a 1-1 ratio, for each charge you store, you lose 1 health. For each charge you tap, you restore 1 health. Thats it, nothing more, nothing less. It does the rapid healing we know it can do, but is very difficult to store large amounts to do the crazy things we have seen it do.
  2. Hey everyone, over at steelministry.com I am starting up a new campaign. It's actually a re-run of a great Mistborn campaign I came up a few years ago which I have titled "Legends of Orulae." It takes place during the Final Empire era, and begins with the crew going along, doing their thing, when they catch wind that someone may have discovered the long lost city of Orulae, a legendary city which is said to be home to one of the greatest treasures of all time... The campaign is filled with adventure and explorations and is meant to have a very Indiana Jones type feel to it. Right now I have 3 players signed up and they're putting the finishing touches up on their characters. That is enough to get started, but I'm willing to let 1 or 2 more people join. If you're interested, reply and let me know and/or head on over to steelministry.com and create an account. The sign-up thread for the game can be found here.
  3. This is a short story that I wrote as an introduction to Allomancy and the Final Empire for the Mistborn Adventure Game. It's targeted towards people who have never read the books, so I tried to explain the setting and magic system in a way that would make some sense to a newcomer. Of course, those explanations are limited to in-world knowledge of how everything works, so there are a few... MacGuffins, or red herrings, or whatever you want to call it. I'd appreciate any feedback you have for me, and I hope you enjoy it! (It's about 17 pages long and 8,500 words, give or take). Fair warning: if this were a film, it would be rated PG-13 for violence (about the same level of violence as the novels, in my opinion). There's no sexual content or vulgarity or anything like that. https://docs.google.com/document/d/1VfcKTEw6Ti8shv_-KJEWzMHHnYbrHB7jUVgCeBaZh78/edit?usp=sharing
  4. I may not start the game knowing how to do hemalurgy. Playing an albino skaa mistborn from the remote dominance is okay. Having him be raised by koloss is not. Even after we've thrown the Final Empire into chaos and learned how to control koloss via allomancy, koloss blades still cannot be props for player characters. I am no longer allowed to have more than ten nudges. Terrisman Drizzt Do'Urden is NOT a valid character concept. This issue is closed. Canon defilement is fun. Using Straff Venture's skull as a bowl for anachronistic tortilla chips is not. If Kelsier stabs his eye out with a spike, he is god. If my character stabs his eye out with a spike, the next scene will involve a steel inquisitor chopping his head off. I cannot play a koloss. Character concepts that look like they were taken directly from a metal album cover are okay. Character concepts that look like they were taken directly from a "Weird Al" Yankovic album cover are not. Even though the above rule is in operation, playing blood-crazed servants of Ruin is generally frowned upon by my fellow players. Kandra canot be made using spikes taken from koloss. "Homicidal Maniac" is NOT a Drive, Profession, Specialty, Feature, or Personality trait. If I say my latest character concept is "extremely awesome", I am not allowed to play it. My character's drive can NOT be "Destroy Everything". This issue is also closed. Again. No more homicidal maniacs unless we're playing an evil campaign. Genocidal maniacs, omnicidal maniacs, fratricidal maniacs, and suicidal maniacs are also forever closed to me as character options. Tyrranicidal maniacs are okay, though. Lockpicks are not a valid torture implement. Arson is NOT the solution to all problems. When it's my turn to GM (or narrate or whatever), I will not treat everything the players say as their characters' actions in game. We are NOT playing Normality. Kandra women are not "the hottest women on Scadrial". Period. Any campaign where I become the holder of the shard of Ruin will end as soon as I become holder of the shard of Ruin. Even if the rest of the story isn't even close to complete. The same is true of the shard of Preservation. No matter how high my physique score is, I am not allowed to carry around a catapult. I am the reason we can't have nice things. Or massive stockpiles of Lerasium. (End of part 1 of the list.) A 73-year old skaa beggar cannot have a physique score of 6. I will not attack every character with piercings that we meet. The battle cry of servants of Ruin is not "Blood for the blood god"! There are no such things as koloss allomancers. I will not mock the steel inquisitors. "I just got this feeling." is an acceptable in-universe excuse for the metagamer to use his knowledge from the books to discover new allomantic metals, but "I hated him." is not an acceptable in-universe excuse to kill the metagamer. I will stop trying to convert random Extras to Cthulhu Mythos cults. Noblemen do not taste like chicken. I do not worship plants. I cannot kill an army all by myself. Even if I say please. I cannot base my skaa tineye off of Negan from the Walking Dead. Twinborn do not exist until the second age. If I light Rashek on fire, it will just piss him off. If my character has the "sniveling coward" burden, he cannot charge an army of several thousand koloss with no armor or weapons except for a table leg. No more starting death cults. My kandra cannot be the source of more than three werewolf legends per campaign. I cannot play a terrisman for the sole purpose of mocking my teammates in ancient languages they do not understand. When talking about skaa while pretending to be a nobleman, I cannot say that "They're like people, but there are more of them". I am not allowed to have five obsidian daggers as my only props at the start of the campaign. When given a list of mental illnesses for my insane character and told to choose one, I cannot pick "all of the above". I cannot violate the first contract over a game of shelldry. My character's name can't be Human. I am no longer allowed to play mentally ill characters unless the GM (or Narrator, as the game calls him) says otherwise. When we run out of supplies on the road, I will not suggest we resort to attacking and eating a nearby band of koloss. Especially if they outnumber us 50:1. My scholarly noble mistborn will not speak in eastern street slang. (End of part 2 of the list.) Any campaign where my kandra becomes the god of the afterlife not only never happened, but will never ever happen ever again. Period. Quellion the Citizen's flag does not include any swastikas. Kandra are not edible. I will not base characters off of Pink Floyd songs. Or Led Zeppelin songs. Or Judas Priest songs (this goes double if they're off the Jugulator album). Koloss swords are generally not considered acceptable dueling weapons. I will not solve every social conflict by turning it into a physical conflict. I cannot bribe the Lord Ruler, no matter how many duraluminmind charges I'm tapping. I will not burn duralumin and aluminum at the same time. The same goes for nicrosil and chromium. "Nobody expects the canton of inquisition!" is a really bad pun. Skaa are not good eating. Despite what word of god says on the matter, kanda can't burn lerasium. This issue is closed. I will not play "One Second" by Paradise Lost when I tap a huge amount of (feruchemical) zinc charges. I may not threaten to eat the steel inquisitor, even if I mean it. Especially if I mean it. Even if the rules allow it, I cannot start the game as Lord Prelan. After the thermite-napalm incident, I may no longer play mad scientists, inventors, or pyromaniacs. Especially if my character is all three. I will not be surprised or offended that "terrisman stew" does not contain actual terrismen, nor will I attempt to remedy the situation. We may not make "ash angels" in the fallen ash. Even if we say please. My leather armor cannot be made of koloss skin. We cannot quote Shakespeare when the Lord Ruler dies. Mistwraiths do not taste like jellyfish. Nor does my character know what jellyfish taste like. Or even what jellyfish are. No matter how insane my character is, he is not allowed to respond to interrogation by just saying "I am a stick"! I cannot kill every single female character in the crew that has a male player just because I find that sort of thing kind of creepy. I am no longer allowed to be the crew's primary fighter if I have "Chef" as my profession trait. If I ever deal more than 20 damage, my character will become the favored servant of Ruin. I am no longer allowed to have a steel, iron, or pewter rating of 10. This issue is closed. (End of part 3 of the list.) I may not have "god" as my profession trait. Even if the game says I have to have two negative circumstances to lose even one die on any roll, I automatically lose 3 if I try to start a physical conflict in a tornado. Southern Scadrians are not "Pre-cooked meat". My character's name is not Randy and he does not speak fluent German. We may no longer combine the "Create Guns" and "Malwish Technologist" stunts. The same is true for attempting to combine the "Create Custom Ammo", "Create Hazekiller Ammo", or "Customize Guns" stunts with the "Malwish Technologist" stunt. Even though there is no maximum encumbrance, I can't carry around 20 compressed kandra in my backpack. I may not play a worldhopper. I may not eat the koloss-blooded bandit we just killed unless I'm a kandra. I am not allowed to convince everyone in the crew base their characters off of characters from The Order of the Stick. "Elder Thing" is not an acceptable race selection. No more cannibalism unless I'm a kandra. I may not execute 50,000 random people every week just because it's Monday. I may not cuss NPCs out in foreign languages. Especially Finnish. I may no longer take the "Scrounger" stunt if I'm a chromium compounder. Or capable of using feruchemical chromium at all, for that matter. "Misthammer 40k" is a horrible idea. My character may not invent tabletop roleplaying games during his downtime. My character's name cannot be "Nyarlhotep", "Outer God" is not an acceptable race selection, "Messenger of the Outer Gods" is not an acceptable profession, and "Crawling Chaos" is not an acceptable specialty. I cannot play a Malwish character just so I can claim that, in my culture, it is polite to punch people in the face for no reason. Even if nothing in the rules forbids me from doing so, I may not dual wield koloss swords. Especially with a physique score of two. The definition of "cannibalism" in the context in which it was forbidden includes all sentient creatures, regardless of race. My character cannot start the game with an all-consuming hatred of masks and the people who wear them. Neither "Alcoholic" nor "Hobo" are acceptable profession traits. This is, of course, doubly true of "Alcoholic Hobo". I may not create a Rube Goldberg Device at all, but especially to do any of the following: Pour me more beer, put my clean clothes away, punch people in the face, disturb the peace, destroy Malwish masks, kill things I don't like, or be an abomination against nature. "Chaotic Stupid" is not an acceptable personality trait for a lawman. Or anyone, for that matter, but especially a lawman. My character's destiny cannot be "Find Ironeyes and cuss him out". (End of part 4 of the list.) If, at any point, my brass compounder takes on the mannerisms of Obliteration, he dies. If the responsibility of executing an outlaw falls upon our group, the people expect us to choose hanging or firing squad as our method, not blood eagle. "Hypnosis" is not an acceptable specialty for my roughs lawman. I do not put the "riot" in "rioter". I may not use my duralumin compounding to get laid. The Words of Founding say nothing about the Cthulhu Mythos. My character was born in Elendel, not New Orleans. If I have an influence score of 2, I may not start the game with the "Legendary Gun" stunt. I cannot choose more targets using the salvo option of my Terringul Ripper than there are bullets in it, even if, technically, the rules allow it. I may not use my contract with a kandra to make her take the form of an attractive woman for any reason. This issue is closed. I may not play an A-Copper/F-Duralumin twinborn with the "Face in the Crowd" stunt just to troll my crewmates by disappearing when they need me. "Bulletproof sunglasses" are not a real item and may not be taken as a prop during any era. "Drink beer and watch sports" cannot be my drive and it sure as hell can't be my destiny. If I take willpower damage, I can't roll for a bout of madness using the Call of Cthulhu Keeper Rulebook. I cannot usher in the apocalypse. I may not call random extras "Dirty, dirty communists". I may not select "Arousal" as my focused emotion for rioting. Nicrosil is not a toy. I may not start with a resources score of 8 and the "Filthy Rich" stunt just so I can take 11 soonie pups as my props. The "Point Blank" stunt does not apply to rotary guns. After Kelsier says "I am hope!" I can't say "And I'm despair"! There are no albino girls in the brothel, no matter how high my spirit roll is. I cannot play a steelrunner just so I can "get the hell outta here" whenever something dangerous happens. Kandra do not have feeding frenzies. Rotary guns are not acceptable dueling weapons. (End of part 5 of the list.) My character may not invent fascism. Especially if the reason for doing so in-universe it "because I'm bored". My character may not kickstart a chain of events that lead to the world looking like an alternate history novel written by a Scadrian Harry Turtledove. I may not attempt to cause a Mistborn/Holy Grail crossover. Even if it would be hilariously awesome AND awesomely hilarious at the same time. I may not attempt to kickstart a chain of events that lead to a shootout between the main characters of the Alloy of Law books and the iconic characters of my homebrew Weird West Dark Fantasy RPG in post-apocalyptic Hallandren. I may not throw my potato chips at the guy that accidentally got my character killed. My new character my not throw knives at the character of the guy who got my character killed. If my character is a blatant expy of Roland Deschain from Stephen King's Dark Tower books with tacked-on twinborn powers, I may not play said character. My character may not attempt an exorcism for any reason. My character cannot start the game convinced that he's a werewolf. I cannot play a sentient, gun-slinging potato chip. Much like arson, knives are not the solution to all of life's problems. Although I am not only allowed but encouraged to play a perfectly sane and well-adjusted character, I must have a better reason for doing so than just to incite irrationality and paranoia in my fellow players. Our plot for dethroning the Lord Ruler cannot hinge on inventing driveable lawnmowers. I cannot spend all my free time gaslighting Edwarn Ladrian. I cannot use my status as a constable to start an investigation into who is gaslighting Edwarn Ladrian when I know damnation well who it is. Plan B cannot be "Like plan A, but with more pewter". Even if the premise of the campaign is that something happened different than it did it canon, my character's last words can't be "This is Cody of AlternateHistoryHub". It would be kind of redundant to have my character start the game with 16 minutes to live, since that's usually about how long my characters last anyways. Everything bad that happens is always my character's fault until proven otherwise. No matter how bad an idea is, comparing said idea to German nationalism is harsh. Scratch that last one. Comparing an idea to German nationalism is okay so long as I absolutely positively DO NOT compare said idea to Highlander II: The Quickening. My character cannot invent heavy metal. If my character turns the campaign into a Mind Screw, his brain will come alive and kill his arm, which will come back for its revenge and redeem all of the damned souls of beers that sinned. Oh, and my character will die. I cannot create an adorable but deadly kandra minion, and I most certainly cannot name him "Lil' Snapper" My character cannot have Donald Trump hair. (End of part 6 of the list.) If you want more, just ask in the post replies/comment section thingy. Thank you.
  5. Hey 17th Shard, I started myself on a bit of a lengthy project, converting the rules for Mistborn Adventure Game to the Dungeons and Dragons format, specifically, Fifth Edition, as it is the edition I am most familiar with. I've completed some rough drafts for most of the Allomantic powers, with the exception of Atium, Lerasium, Cerrobend, Cadmium, and the God-Metal alloys. I know for sure that they'll have to be revised a lot more, but to refresh my brain I decided to start thinking about some Feruchemical powers, specifically Feruchemical Gold, and I've run into a bit of a problem. In typical D&D play, as players advance from level 1 to level 20 they gain HP, and quite a lot of it. Generally at level 20 a character will have well over 15 times their level 1 HP. In typical MAG play, health doesn't change that much, with someone maybe doubling their health over the course of a long campaign. This is causing a bit of a problem with figuring out rules for Feruchemical Gold healing, especially Compounding. In MAG, restoring 6 HP via Compounding is always going to be a massive chunk of HP no matter what, because HP stays fairly consistent in MAG. I've already lined up some equivalents for damage in D&D versus MAG by comparing the weapon damages of items like daggers, clubs, and swords. +1 damage in MAG seems to be about 1d4 in terms of D&D. The easy solution, therefore, is to make the 6 HP restore of Feruchemical Gold equal to 6d4, which averages to around 15 HP restored. For a lower level character, up to level 5 or 6 (depending on class and physical scores), that's a comparable chunk of HP regeneration to how it's intended to be in MAG. As levels progress, however, it rapidly becomes a smaller and more negligible amount. Any ideas, folks? I have a couple, but since I'm diving more into homebrew and winging it here, rather than just converting distances and action economy to 5e terms, I'd like some external input. Also, I'm assuming posting my conversions here would be frowned upon because in this early rough draft stage a lot of text is directly copied from the MAG rulebooks rather than reworded or abridged. If I am mistaken, please let me know, and I'd be willing to PM users my conversions if that's allowed.
  6. Hey, I'm GM of MAG and I'm looking for 3 or 4 players to play on roll20 and Skype. We can teach how to play. Campaign will be in Luthadel or Fadrex City depending of players choice, and we will play like fifty years before Lord Ruler's fall.
  7. If anyone is interested, I’m looking at putting together a small group to try out one (or more) of the Sensational Yarns in Masks of the Past over Skype. Any takers?
  8. As the title says. Available from Crafty's website. I don't have a copy yet so I can't really comment on the contents yet *shrugs*. I bought a copy through the house war kickstarter so I should have the digitial copy soon.
  9. Couldn't find a thread for this and just picked this up from the Humble Bundle deal Page 110 in the PDF version- Example: Beck has Resources 4, so he would normally get 4 Props. Peter wants him to have enough permanent equipment to “walk the walk” in noble society, however, and he starts with a horse & carriage. This reduces his Props to 3, so he rounds out his starting items with a dueling cane and a pocket watch. It should say that it reduces his Props to 2, since the horse and carriage counts as two Props.
  10. My wife and I want to host a local game instead of playing over skype. We'll be playing in the Farmost Dominance about 252 years after the ascension. We're building on two previous campaigns we've run so there's already events that have happened and that will happen which the interested player can investigate and build upon. We also have a well developed cast of interesting NPCs, established politics and culture, and many opportunities for almost any crew. Mistborn and Mistings are stronger during this Era, as we are so much closer to the first Mistborn. Many noble families take great pride in being able to trace their ancestry back to one of the original nine Mistborn. We'll probably play Sundays at 6-10pm, but those hours are negotiable as long as they're consistent. We plan to start mid January. We're planning a steady growth of 1 long breather every 3 sessions and 1 advancement handed out per session. There are many opportunities to earn additional advancements, but most of them are secret achievements. We also award one role-playing advancement per session, and it works a little like hot potato. You do something terrifically in character, you get the advancement, but if someone else does another impressive gem of role-playing, it passes to them. Who keeps it is whoever held it when the session ends. Please post if you're interested, ask questions, submit comments. I'm really excited to run this campaign. Setting: The government of Farmost is fuedal, with Barons vying for control of territory, and the Steel Ministry does little to interfere unless rebellions pop up or taxes are unpaid. Nevertheless, obligators are a major part of the legal system, with traveling mendicant judges who enforce the Lord Ruler's will throughout the baronies, and all legal documents needing an obligator's seal. The Cantons of Resource, Finance, and Orthodoxy are well established, as well as a Canton of Arbitration. The newly formed Canton of Inquisition does make token forays into Farmost, but most infractions of the law are handled by the Canton of Arbitration. The Farmost Dominance is presided over by a Steel Inquisitor, dubbed the Iron Kaiser, and all the Barons are subject unto him. 61 years ago, the Lord Ruler called for all Terrisman to return to the Terris Dominance under pain of death. 3 decades later, he began the genocidal slaughter of all but 10000 Terrismen, the institution of the breeding program, the dissolution of the Canton of Hegemony, and the establishment of the Canton of Inquisition. We will begin play in the Barony of Neuschvaise, under the control of Baron Fierwinter. Coincedentally, the new Iron Kaiser also dwells in the city and has just begun construction on his palace. Neuschvaise is possibly the most wealthy barony in Farmost, having several long-term lucrative contracts, fertile lands, and recently implemented sea trade. Neuschvaise has also recently won a decade-long war against the neighboring Apsvitch Barony. Baron Fierwinter has a good, but severe reputation, and his Knights are known across all fiefs in Neuschvaise and across the next few Baronies due to their skill at Allomancy and martial games. The Iron Kaiser has a reputation for strict Justice, but is also a well-respected, reasonable man. Also of interest, the neighboring Fellniche Barony has recently undergone a coup. For flavor: Farmost accents are German, Russian, Polish, etc, and I tend to do british accents for more countryfolk from farmost. People from Farmost tend to have Germanic names. Terris accents sound Irish, generally. Central Dominance folk have a french accent, and Eastern Dominance folk have a Spanish accent. Southern Isles folk have asian-influenced or Caribbean-influenced accents. At least that's what I try to do, I'm very not perfect at these accents.
  11. Hey Everyone, I am currently recruiting players for a PBP (Play by post) MAG (Mistborn Adventure Game) campaign over at steelministry.com. I will be narrating the adventure from the Terris Supplement titled "Justice, Like Ash." I'm accepting around 4-5 players for the game, and already have a couple spots filled. If you're interested in participating, come check it out! The details are here:http://www.steelministry.com/viewtopic.php?f=17&t=1154
  12. I posted this over on Crafty Games' forum, but I thought I'd go ahead and repost it here, too. After all, the more who know about this, the better! In a nutshell: I'm going to be running a Mistborn RPG campaign starting Wednesday, Feb 24th, 2016 at 6:00pm in Salt Lake City, UT, open to all comers. All participants will receive a free set of Crafty-Games' Mistborn dice, or if they already have dice, some other prize (see below). The Details: Who: I will be Narrating. Hopefully YOU will be playing. This campaign is open to anyone who is interested and can make it to the Salt Lake City area on a reasonably regular basis. No previous experience with the Mistborn Novels or the Mistborn Adventure Game (MAG) or Role Playing Games in general is required- the campaign will be accommodating of new and experienced players alike, and it shouldn't spoil anything from the novels. What: We will be playing the Mistborn Adventure Game- a roleplaying game based on Brandon Sanderson's Mistborn Novels. Specifically, during the first session we will be introducing players to the game and the rules via a very short, 1-session adventure. In following sessions we will be playing the Beasts of Burden adventure found in the Skaa: Tin & Ash game supplement (so if you are interested in playing, please do NOT read the Beasts of Burden portion of the Skaa supplement). I will be providing everything needed to play the game, so if you don't have the rulebooks or dice or whatever, no worries. If you would like to bring some of your own supplies, I recommend a pencil and 10 six-sided dice. There is no charge to play in this campaign, it's completely free! When: The first session will be on Wednesday, February 24th, beginning at roughly 6:00pm. Subsequent sessions will likely be on Wednesday evenings, on either a weekly or bi-weekly basis. I anticipate that this campaign should run for a duration of roughly 4-6 sessions over the course of 2-3 months, depending on players' schedules. *Note: If you are interested, but this schedule does not work for you, PLEASE email me (address below) PM me and let me know what schedule would work for you. Where: The folks at Game Night Games, a family friendly table-top gaming store in Sugarhouse, Utah have graciously allowed us to use a portion of their gaming area to play. I know these guys pretty well and they are seriously a great group, and the store is more friendly and comfortable than most gaming stores out there. Here is the address: Game Night Games 2148 S. 900 E. Suite 2 Salt Lake City, UT 84106 Phone: (801) 467-2400 http://www.gamenightgames.com link to their calendar event for this game Why: Do I really need to answer this one? Oh alright then. To get together with some new friends and play some Mistborn Adventure Game, of course! If that isn't enough to pique your interest, maybe this will: Free Mistborn Dice! Courtesy of the awesome guys at Crafty Games, I have a number of extra sets of Mistborn Dice from their recent kickstarter. They would like me to demo the game for them (hence this event) and give the dice away for free to players as an incentive to come try out the game. So here is how I'm planning on working this: Every player who participates in this campaign (to a reasonable degree- such as attending at least half of the game sessions) will receive a set of 10 Mistborn Allomancy Dice, featuring the Allomantic symbols for all of the Mental and Physical Metals as well as Gold and Atium. If a player already has a set of Allomancy Dice (and doesn't want a second set), then he or she will instead receive the 3 Allomancy dice given to backers of the Kickstarter Campaign, including the symbols for Lerasium, Duralumin, and Electrum. If you missed out on the Kickstarter, this is an excellent way to get ahold of these exclusive dice. If a player already has all of the above dice, then I will have an additional gift available to them. I'm not quite sure what yet, but I do have access to a 3D printer as well as an embroidery machine, so I'll make sure it's something good. Currently I'm thinking I'll make some custom, embroidered Mistborn coin pouches dice bags, though I am open to suggestions. How: If you're interested, all you need to do is show up at the date, time, and place listed above! However, I would greatly appreciated it if you emailed me sent me a PM first and told me of your interest in the campaign as well as your familiarity with Mistborn and the MAG. That way I have an idea of how many people to plan for and how much time I need to spend explaining the rules and setting. My email address is <script data-cfhash='f9e31' type="text/javascript"> /* */</script>. And again, if you are interested but this particular event/campaign doesn't work for you for whatever reason, please email PM me anyway. Maybe we can work something out. What else? Okay, enough with the info-dumping, let me just talk about this for a little bit. This all started when Crafty Games sent me more Mistborn Allomancy dice than I had ordered. Rather than having me return them, they suggested I do something like this, and I'm glad they did. I have been playing Role Playing games off and on for more than half my life, and I have been playing the Mistborn Adventure Game actively for the past three years. It is easily my favorite game system so far; it's flexible and fluid, easy to remember the necessary rules, and it's very narrative driven rather than rules-driven, which I love. My favorite aspect of Role Playing games is getting together as a group and creating a story together, and that is exactly what the MAG focuses on. As for the Mistborn books, they are hands down my favorite novels out there. The world is just so unique and fascinating, the characters are fun, the magic system is so dynamic and different, and the story is just so epic! And Brandon Sanderson is an incredible Author and a really great guy in person. Seriously, if you haven't read them yet, go pick up Mistborn: The Final Empire (book 1) from the library and get ready to have an incredible experience. If you are a little nervous to meet up with a group of strangers and play a Role Playing Game with them, don't worry- I am too! I've never done anything quite like this before, with complete strangers, but I'm excited to give it a whirl! I look forward to meeting a few new players, making some new friends, and crafting our own story in the world of Mistborn! Thanks to Brandon Sanderson and Crafty Games for making this possible! EDIT: Apparently 17thshard doesn't like people posting their email addresses. Makes sense I guess. So instead of emailing me you can just send me a PM.
  13. I'm working on an adventure scenario for the Mistborn Adventure Game I'm running. It's a duet game (one Narrator, one player) and the player is a Pinkteron-style detective. Since the player is a fan of gritty noir style stories I've come up with an interesting case for the first session. I won't go into details since its not relevant to my question, but if anyone is interested I'll spill. The scenario appears to be your standard Find The Missing Child case, but has a few twists and tilts as is expected in the noir genre, not to mention There's Always Another Secret. I want the child in this case to be a half-breed koloss-blooded/human where the human parentage is from a well respected House. Rather than keeping the child a secret or disowning him/her, the family proved to be remarkably progressive and treats the child as if it was fully one of its own. However the rest of the world doesn't always react as progressively, and consequently the child suffers quite a bit of racism and bigotry. The mystery begins when the child runs away from his elite prep-school in Elendel due to such racism on part of his/her peers and teachers. The kid disappears and his/her wealthy human sister hires my player's agency to track him/her down. This all assumes Koloss-blooded and humans can in fact interbreed. Is that the case? Is there any evidence of this in AoL or failing that, any good reason why they couldn't interbreed?
  14. I was wondering if you could play Alloy of Law and Terris: Wrought of Copper without buying the Final Empire version.
  15. I am getting the Mistborn Adventure Game, but right now I only have two other friends to play it with(I would probably narrate). Anyone in the Midwest/Tristate/Ohio/Cincinnati area who is interested in playing? If so, reply to this and I'll shoot you. (a PM)
  16. I have seen that the new Terris sourcebook for the Mistborn Adventure Game is available in digital format on Drive Thru RPG. Has anyone heard if a print or print on demand edition is going to be released? I'd hate to waste money on some PDF if a real book is going to be available at some point.
  17. So we have been playing several campaigns of the Mistborn Adventure Game over at steelministry.com, and one of the ones I have been narrating jut came to an end. Kurkistan came up for the idea for the campaign, and described it thusly: "Scenario: The Narrator controls TLR, who knowledgeable sources have succinctly described as "a thousand year old, expert-[near]savant-Lerasium-Twinawesome-Sliver." However many people as possible comprise a group who are, at adventure's beginning, mere moments away from executing an assassination attempt on TLR. A handful of beats later, the entire crew is dead. And thus the adventure concludes." We wanted it to be quick and messy, which it was, albeit if only by play-by-post standards. It took a little over 6 months to complete. We titled the game "Futile Efforts." Anyway, as I was narrating, Lord Claincy Ffnord liked my write ups so much he started compiling all the narration into one place, which can be found here: http://www.steelministry.com/viewtopic.php?f=55&t=518 It makes for a fun and exciting little story, as long as you don't mind the choppy narration from switching from one viewpoint to the next so frequently, as well as a few tense-change inconsistencies. Now that it's all done, Claincy suggested that I post it in here, so here you go. Enjoy everyone!
  18. Hey, if anyone is interested, we recently finished a mini-campaign over at steelministry.com titled Futile Efforts. Basically it consisted of the crew trying to assassinate The Lord Ruler. Anyway, Lord Claincy Ffnord compiled all of the narration into one thread, and cut out all of the dice rolls and OOC stuff, for easy reading. If you're interested in reading it, more info can be found here: http://www.17thshard.com/forum/topic/6356-futile-efforts-match-1/?p=103519#entry103519