Sean Hillman and I discuss some confusing things about situations in play, specifically, what does preparation have to do with them. Seems easy, right? You prep it, then the group plays it - hey, the real (digital, video) games do it all the time, so we should just do that, right?
You are here
Location: Western Tamaryon, toward the river at the edge of the map.
This portion of the region has been called Falkebrook. Rumors of a massacre make their way to the Circle Knights and the first character shuffle occurs. Only one familiar face in this one, Wulf the fisherman now with a wonderful charm score of... three.
Session 1: Northern Rolke, a traveling Merchant's endeavors. Next component, an enchanted Amboriyon sword in the cliffside crypts, tended to by a priest losing his grip on reality.
We begin with Wulf (Fisherman Wizard), Bern (L. Entertainer), Lutz (Priest), and another who regrettably had to leave the session early. They travel a bit north of the Circle's citadel following rumors of a merchant from Spurr stirring up things in a small farming community.
I've found myself diving back into Circle of Hands with a group of friends I had been playing D&D with.
My style of artistic preferences leads to a lot of my work looking dark and spooky (although I would argue it's serene in its own way in some cases).
Please enjoy and I'll be sure to post more portraits and illustrations of the Circle's ventures. Provided they don't all die tonight, haha!
I've got most of the illustrations up on my artstation: https://www.artstation.com/caramelcharcoal
During one of my consulting sessions, I told Ron one of my major design concerns regarding my current project is the concept of interdependence: it's a game about a group of people fighting things that should be well beyond the possibilities of the common human being. How do they do this? I want one of the answers to be "together".
On Sunday, October 27th, we finally beat my schedule's cruel tactics and were able to play Circle of Hands again.
I have to say that I am finding each return to the Crescent Land with a character to play has very satisfying.
I played a lot at IndieCON, in a relaxed way. This was a good example, a little bit of messing with my notes for Dreams of Fire. I didn't film the session so the video is just me talking and thinking about it.
On 5/22/2019 our COH group got to play our third venture. As indicated in Anthony's original post about the game, our group is doing things a bit “wonky” & rotating GMs, with each of us running it twice & then passing the baton. The pool of circle knights, our version of the crescent lands, & the timeline remain the same.
This is posted as a PSA or didactic point that game design fumbles and bumps its way along, requiring "encounter with the enemy" in order to know what is and isn't working. Nearly everything you see in the video underwent sandblasting after this discussion, so it's an exercise in discovery.