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 Post subject: Re: Chronicles Podcast Official Kingmaker Campaign HQ
 Post Posted: Fri Sep 09, 2011 8:24 am 
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Hi Tojo,

There doesn't seem to be any rhyme or reason to how many videos stay viewable on Justin.TV (now Twitch.TV). We looked into paying for a premium account, but it does not include archives of the stream.


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 Post subject: Re: Chronicles Podcast Official Kingmaker Campaign HQ
 Post Posted: Fri Sep 09, 2011 6:47 pm 
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Loved last nights game! How are we able to hear on Justin.tv feed if Steel on Skype (that fickle..)?

Thanks

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 Post subject: Re: Chronicles Podcast Official Kingmaker Campaign HQ
 Post Posted: Fri Sep 09, 2011 6:53 pm 
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Saintmac wrote:
Loved last nights game! How are we able to hear on Justin.tv feed if Steel on Skype (that fickle..)?

Thanks


The Skype audio is fed out of Azmyth's sound card and into a mixing board (along with the microphones at the table) -- and Az has to balance all those levels -- before the sound is fed back into the computer and streamed to Justin.

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 Post subject: Re: Chronicles Podcast Official Kingmaker Campaign HQ
 Post Posted: Fri Sep 09, 2011 7:10 pm 
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I'm beyond impressed! Great sound quality....even the bird sounded great! :mrgreen:

Thanks for the quick reply and congrats on the EnWorld!

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In a world full of people only some what to fly, isn't that crazy? (Seal)


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 Post subject: Re: Chronicles Podcast Official Kingmaker Campaign HQ
 Post Posted: Mon Mar 05, 2012 6:13 pm 
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Apologies if this is not the right place (move/delete as appopriate), but I have a question about the maps.

I have the KM map folio (as I can see do you) and obviously want to make full use of them. However I'm still undecided about whether to give the players the map to add their own detail to, or go with the original plan hex grid and a set of crayons for them to art-attack all over.

As I see it there are pros and cons to each.

How much thought when into the decision you folks on the podcast came to about the maps, and did it ultimately affect the level of enjoyment you got from the hexploration process?

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 Post subject: Re: Chronicles Podcast Official Kingmaker Campaign HQ
 Post Posted: Thu Mar 08, 2012 5:40 pm 
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Hi Navarre!

My first suggestion is for you to use dry erase pens. You can make changes and the maps have a pretty decent coating on them as long as you don't do a tone of corrections!

I think letting them see the maps one section at a time (relative to the book) is fine.
You should be the one to maintain them and keep possession of them until
your Campaign's kingdom building kicks into high gear.

I found that it was only useful to have them all connected together once we were paying attention to the kingdom as a whole (Late Book 4-Early Book 5)

The maps can both benefit your game and it can hurt it as well.
Don't let the map steer you away from making the changes that fit your story!
I've added bodies of water, hillsides and many more features that contradict the map.
Like any game aid, it is a tool that you choose how much to deploy-

Good Luck w/ KM.
It's been a wonderful ride for us so far.


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 Post subject: Re: Chronicles Podcast Official Kingmaker Campaign HQ
 Post Posted: Sun Mar 11, 2012 9:10 am 
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Youngling

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Thanks for the response Az!

I'm certainly thinking of laminating the 4 big maps, but I might not do that straight away, and instead do as you suggest and give them the map folded so only the 'local' area is visible.

Cheers.

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 Post subject: Re: Chronicles Podcast Official Kingmaker Campaign HQ
 Post Posted: Sun Mar 11, 2012 3:32 pm 
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I don't know if others did this, but what I did was photocopy the map from the AP book, cut out each hex, and as they "discovered" it, gave it to them to add to their blank hex page. The only issue I had with that is that the hexes don't line up perfectly *shrug*

Once they finish off the second book, you could just give them the map from the AP.

Work well for us.

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In a world full of people only some what to fly, isn't that crazy? (Seal)


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 Post subject: Re: Chronicles Podcast Official Kingmaker Campaign HQ
 Post Posted: Sun Mar 11, 2012 3:55 pm 
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Youngling

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Cool idea! There's a part of me that was considering pasting the maps on to card and then cutting them out and doing something similar ala Settlers of Catan! ;)
I don't really have that amount of time though..

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 Post subject: Re: Azmyth's Kingmaker Campaign HQ
 Post Posted: Sat Jun 30, 2012 4:00 am 
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OK. So I started a couple of weeks ago. As far as mapping is concerned I just resourced to printing off a A3 page of hex paper and marking journey from Restov to Olegs on it, then leaving them to it. I'm thinking of giving the PCs the KM maps from the folio once they've explored the whole area so they can compare.

They've had a fun - if dangerous time, so far.
Here's what's happened so far (spoilers!)
The initial encounter at Olegs went fine and the PCs decided to track the bandits back the Thorn River camp.
2nd night out they were attacked by a werewolf!! There are 5 PCs, and were 1st level (still are!). It could have got very very bloody, but they are experienced gamers so I cut them little slack. Fortunately a Colour Spray from the Wizard made light work of the encounter - though it was still difficult ('er....anyone have a silver weapon...?')
At the Thorn River camp it nearly turned ugly. They basically ignored my obvious hints and a couple of them walked right into the middle of an ambush. They managed to over come the bandits, but a couple of the PCs nearly died. The didn't keep any alive to question unfortunately (something that surprised me considering how experienced my players are...)
At this point they decided to do a bit of exploring, found the gold mine and then the spider, and encountered a tracker that shared some rumours with them. They decided to head back to Olegs and on the way encountered kobolds at the radish patch. A parley ensued and they found out about the 'mini-war' between the Sootscales and the Mites.
The PCs turned around and headed straight for the mite lair(!)
They are still 1st level (I kid you not!) and have headed into the lair. Right now they are at the bottom and have defeated the CR3 centipede and the Tick (and grabbles). It's been very very tough for them and they are pretty much out of resources.
They've been lucky in some respects (Druid with entangle saved their bacon in the centipede attack!).

We're gaming tonight, and it will be interesting to see how they get on. They are close to 2nd level.

Things I've prep'd
1. I've pre-rolled encounters and fleshed them out by terrain type.
2. I've created a number of trackers/hunters (basic NPC information) ready for PCs to encounter.
3. I've a list of fey pranks ready.
4. I've printed off a calendar to keep a track of the passage of time, and included so weather information on there (nothing too detailed, but it's good to add)
5. i'm keeping a basic campaign log at http://www.obsidianportal.com/campaign/ ... rs-legacy/

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 Post subject: Re: Azmyth's Kingmaker Campaign HQ
 Post Posted: Sat Jul 07, 2012 8:23 am 
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I found a decent way to show the party their progress in KM exploration.

I got the map pack from paizo. I then got some pads of Post-It notes. I took the top sheet off a pad, stuck it on a hex on the map, and folded the sides up so I had a hex Post-It template. I then put the template on top of the pad and used scissors to cut along the template. I know have a pad of Post-It hexes. I then covered the map with these hexes.

Every time the party explores a new hex, I remove the Post-It hex cover, revealing the map hex by hex.

One issue with this is that it makes the map hard to fold, so I just covered half of the map with the Post-It hexes and leave it folded in half. As each hex is explored, I move that Post-It hex to the back side of the map.


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 Post subject: Re: Azmyth's Kingmaker Campaign HQ
 Post Posted: Sat Sep 15, 2012 9:42 am 
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I thought I would share my Terraclips Stag Lord fort with you! :)

I think it came out rather well can I can't wait to see what my players think. One of the disadvantage of Kingmaker so far, is that I've not had much change to build Terraclips terrains. I wasn't going to miss out on the change of recreating the fort though!

Though I have a few hundred minis, I used the Kingmaker paperminis for this adventure.
Image

You can see more pics at http://lootthecorpses.blogspot.co.uk/2012/09/the-stag-lord-terraclips-style.html

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 Post subject: Re: Azmyth's Kingmaker Campaign HQ
 Post Posted: Sat Sep 15, 2012 1:59 pm 
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Great stuff Nevarre! Paper cut-out minis used in Pawn bases for a good selection of foes, etc too. Admittedly, I agree with you that the texture selection on some of the Terraclips is sub-optimal, but if I was one of your players, I'd still think it was frikkin' cool and the whole setup would provide a very memorable session. Well done. Big Thumbs Up.

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 Post subject: Re: Azmyth's Kingmaker Campaign HQ
 Post Posted: Sun Sep 16, 2012 4:09 am 
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Thanks Steel!

We played through it last night (a little sooner than expected, thought it's fair to say that the players reacted strongly to Nettles Nightmare after they had promised to destroy the Stag Lord then wandered in the opposite direction and starting exploring the plains!)

My players were rather impressed when I put out the terrain. It certainly made things run smoother than trying to visualise the stone and wood mashup that is the fort.

Terraclips is great. It is an investment, both in time and cash, but the rewards are great at the table. I'm now preparing for Book2..

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 Post subject: Re: Azmyth's Kingmaker Campaign HQ
 Post Posted: Wed Sep 26, 2012 2:06 pm 
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Steel_Wind wrote:
If you are curious as to what Azmyth's Kingmaker campaign is like, there is a webpage open where each of the sessions are summarized and the website is otherwise used by the players and GM to update the campaign. The link to the page is http://sites.google.com/site/azmythkingmaker/.


I am just getting started running Kingmaker for my group and I really enjoy your podcast. Your website is a really great resource for managing this type of game, and I was wondering if you would be willing to share the build for your site.


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