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 Post subject: WFF Special Features
PostPosted: Mon Jul 09, 2007 5:36 pm 
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Wild-Eyed Zealot
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Joined: Mon Oct 30, 2006 4:08 am
Posts: 81
I recently got the Free RPG Day 'Temple of Blood' module and also had a chance to check out the preview of 'Rumble In The Wizard's Tower', and I just had a general question about the series.

With the features this series introduces like Finishing Moves and Mook rules, will there be different or additional ones appearing in other WFF modules?

I've looked through and I've started to run 'Temple of Blood' (I wove it in with some other material) and my players and I are having a blast! Great work!

Thanks,

Moriarty the Red


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 Post subject:
PostPosted: Mon Jul 09, 2007 6:30 pm 
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Far-Sighted Wanderer

Joined: Tue Aug 23, 2005 7:43 pm
Posts: 47
Hi, Moriarty!

So far, no additional rules are in the works; I thought those would be cool for WFF adventures in general. Also, these are *adventures* after all; I didn't want to bog them down with too many rules. But, if there's people out there looking for more ways to JUICE UP THEIR GAMES!! maybe you'll see some more.

I'm glad you like Temple of Blood!

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DCC #19: The Volcano Caves; DCC #42: Secret of the Stonearm; and DCC 2006 Tournament Module: Palace in the Wastes designer
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 Post subject:
PostPosted: Mon Jul 09, 2007 9:45 pm 
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Far-Sighted Wanderer

Joined: Sun Jun 24, 2007 1:14 am
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Location: Louisville, KY
Dude you should so get rumble at the wizards tower it's a blast to run. My players still havn't found the missing woman yet.


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 Post subject:
PostPosted: Mon Jul 16, 2007 11:42 am 
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Far-Sighted Wanderer

Joined: Fri Aug 25, 2006 3:39 pm
Posts: 36
Love the books so far, I'm absolutly jazzed about iron giant.

However if your looking for rules I'd love a set of chase scene rules.

I've never found a comfortable way to do it.

If you could come up with that, well I'd suspect you were some sort of demi-god

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 Post subject:
PostPosted: Mon Jul 16, 2007 12:47 pm 
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Far-Sighted Wanderer

Joined: Tue Aug 23, 2005 7:43 pm
Posts: 47
Spycraft has some interesting non-combat-conflict resolution rules involving cards and maneuvers and stuff. It's worth checking out just for the novelty.

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Wicked Fantasy Factory editor-in-chief
DCC #19: The Volcano Caves; DCC #42: Secret of the Stonearm; and DCC 2006 Tournament Module: Palace in the Wastes designer
Etherscope developer
http://www.lukejohnson.com


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 Post subject:
PostPosted: Wed Jul 18, 2007 12:26 pm 
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Cold-Blooded Diabolist

Joined: Tue Aug 22, 2006 8:50 pm
Posts: 414
Location: Elfrida, Arizona
I have to say I like the new rules ideas. My kids are all for the finishing moves, like I suspected they would be. Even some of my adult players have shown interest.

I don't think I'll ever use the rules for the BBEG though. Too much video for my tastes.

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 Post subject:
PostPosted: Thu Jul 19, 2007 8:55 pm 
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Wild-Eyed Zealot
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Joined: Mon Oct 30, 2006 4:08 am
Posts: 81
Donny DM wrote:
Dude you should so get rumble at the wizards tower it's a blast to run. My players still havn't found the missing woman yet.


I'm seriously considering picking this one up as well as the forthcoming one...

M


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