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Posts Tagged ‘NGDM’

First, let’s finish up our hanging fight scene. Lakshmi has taken a wound (-1), and with her low dice, that’s a big deal, so she wants to get out of this wizard’s atelier and away from the guardian automaton. Time for her to perform a complex action: she’s going to put all of her magical power (both green d4), narrating the effort as a frantic invocation to wind spirits to push her along and increase her movement speed, assisting her red d6 to escape.

Because the action spans multiple die denominations, we need to figure out timing: one way to handle this is to prioritize ongoing complex actions at each die step over independent actions. This mechanically advantages complex actions, so I’m going to hang a tag on it now to keep an eye on whether it breaks the system to do so. For now, when we get to the d6 phase for initiative, Lakshmi will get to complete her escape attempt roll before the automaton gets to act, which countermands the wound penalty step. To codify this fully, the rule we’re going to work with is this: complex actions and independent actions are separate categories resolved in that order, with wound penalties applying within the categories.

Lakshmi calls up the air elementals to help drag her across the floor to safety, rolling a 1 and a 3, which become a 0 and 2 due to the wound penalty. Then, at the d6 step, she rolls her red d6 to complete the action, adding the +2 so far from the earlier step; her die is a 5, knocked down to 4 by her wound, for a total of 6 on the action.

The automaton doesn’t speak, but it certainly has something to say about that. Hitting the keyword “Fists of Iron,” the automaton makes an attempt to use its strike to grab her and hold her fast. Sadly, the gamemaster rolls a 3, which isn’t enough. She slides in a whirl of dust through the bench to the door. We’ll say that the automaton smashes its way towards her, but she’ll be able to get away.

Something this little fracas reveals is that wound penalties get really nasty, especially on the complex action: Lakshmi’s break for freedom actually took a total of -3 total penalty, and actually killed one of her green dice on that first step. That’s pretty hard going, although if you think about it, stress can be even more detrimental (at most steps, a die takes the equivalent of a -2 penalty per point of stress, and a d20 drops to a d12: the virtual equivalent of a whopping -8 penalty). Still, one possible fix is to apply the wound penalty once to the total of the entire spread of dice on a complex action, because we want people to take complex actions – it’s one of the features of the system. This means there has to be a phase during dice allocation at the beginning of a round in which players decide which dice to chain together, and that gets iffy if another proposed rule I’ve been percolating – allowing characters to drop out of a complex action to defend themselves – is also going to make the cut.

Much to ponder here. On a different note, here’s what I’ve sketched out thus far on the fantasy setting idea (or meta-setting, I would have to maintain) that popped up earlier. In principle, it’s something that can be grafted to just about any other game setting, but it aims to have a flavor all its own: the idea of the Quest made manifest. It’s made explicit in the world itself that you can’t even get into Viridian unless you’re a Hero with an epic adventure to complete. When you prove yourself properly dedicated, the island opens up and basically gives you the Quest you need.

—–
When the flames of justice burn low, and dark times threaten the land, a hero may strike forth from the southernmost edge of civilization to seek what is needed to set things right. One who honestly seeks right must journey due south without stopping for one span of the moon; on the dawn of the following morning, that stalwart traveler will rise and look north to see the twin Pillars marking the path to Viridian, where their Quest awaits.

Viridian is the name of an archipelago as well as its main continent-sized island. (It may also be the name of the world it inhabits, since no other landmasses have been found there.) The main island’s exact dimensions are unknown: it measures approximately 1300 miles from its southernmost tip to the edges of the frozen arctic wastes of the north, from which no traveler returns; from the Stormy Sea in the west to the Still Sea in the east, Viridian encompasses over 1400 miles at its widest.

About a hundred miles south of the Pillars, the Hero’s Road begins, and runs most of the length of Viridian to Great Mount in the center of the southern plateau. The sun’s apex at noon appears to envelop the peak of Great Mount in a blazing golden halo. While everyday inhabitants of Viridian sometimes use the Hero’s Road for their own travels, they do so sparingly and only for short distances. The Road is enchanted: it never follows exactly the same route twice, and always leads its travelers to challenges that test their abilities and resolve. The only stable points along the Hero’s Road are the endpoints, as well as the great city of Andel near the middle of Viridian.

Several other significant islands or island groups make up Viridian. Black Heart is the easternmost island in the Still Sea. Ruled by a sorcerer-king, its people are ghosts and revenants. The dead of Black Heart are bound in two ways to their ruler (hence, the Twice-Crowned): he has stolen their memories of life, and has mingled their bones such that their remains are hopelessly scattered so that, until all of the countless thousands have been laid to rest, no one among them shall know peace.

Just north of the Pillars lies a trackless frozen waste. The nomadic tribes who wander the northern steppes warn travelers that nothing is to be found in the ice, and will not travel there. The nomads’ secret is that the north used to be their kingdom: five vast and powerful cities once rose there, and their ruins may yet be shrouded in ice and snow. The legends they tell only to themselves say that, just as they believe all things have spirits that may grow powerful, these five cities birthed gods whom the tribes worshiped. These gods grew cruel, however, and turned the people to cruelty and horror, and in shame, the tribes united to cast down their deities. The legends vary from this point forward. One of the tribes either sacrificed themselves to allow the others freedom, or were so wicked that the other four rose up against them; the impassable cold that now blankets the north was either summoned by the magicians of the tribes to lay waste to their former civilization, or was created by the gods themselves in outrage at their betrayal. Now, the four tribes of the north wander the plains, venerating the small gods of all things but never building a permanent settlement to prevent a repeat of their ancient folly.

Five schools of magic are located around Viridian. The Crimson Academy teaches magic for warfare in the city of Andel. An inn called the Topaz Tiger hides a school for arcane spies. The Order of the Leaf has no fixed location, but its masters wander the island. Those who would study under the mage-prince of the Sapphire Throne must persuade one of the eleven existing students to forfeit their seat. The Knights of the Lavender Shield maintain hospitals along the highways.

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[NGDM] Oh, wait, we need a setting.

Yeah, right there in the NaGa DeMon rules: an RPG has to have a setting as well as rules. Hrm. Well, since we’re designing something generic, it’s not too much of a stretch to come up with one – in fact, it’s useful if one is trying to sell a generic system to have some pre-created support material for people to use, as-is or hacked, or even as a benchmark for crafting their own.

I want to hold onto the previously discussed premise for use, and I think for right now I’m going to flesh out a fantasy backdrop. My tastes in fantasy gravitate towards the baroque; I like the feel of cosmopolitan fantasy places like Sigil or New Crobuzon, which are kitchen-sinky but not too much so. Any setting in which magic and weirdness are treated as technologies, and societies have adapted them in the practical ways that actual societies tend to do, appeals to me. The Secret of Zir’An and the Iron Kingdoms will probably also be a bit of an influence for the same reasons. I want a bit of the feel of pulp swashbuckling action, but not as jaded as pulp tends to be: I want a sense of wonder and grandeur like Tolkien, but imagine that Tolkien had read a lot of Howard and replaced the songs with fight scenes.

An interesting idea occurs to me: what if this is a meta-setting, and not necessarily a stand-alone? I’ve always liked the trope of traveling to another world from a starting location for some important reason: shades of the Narnia series, perhaps, as well as Thomas Covenant. Let’s not have the method of travel be arbitrary and out of the players’ control, though: anyone who knows how and is willing to make the trip can get there. I have the image of a very large gate in a far-off frontier that you can go to in order to access this place – something suitably magical and epic, like “a month’s journey south from the southernmost land”.

So what do you find there? I think the place should be reasonably self-contained; it’s not a whole world, but perhaps a very large island, big enough to contain a number of different cultures and societies, but not so big that it becomes one of those settings where you can just stay in one pocket of the map and don’t have to interact with the overlapping cultures. (Creation, I’m looking at you.) The kitchen-sink element comes from the fact that the gate to get to this island basically appears anywhere the conditions are fulfilled: go to the southernmost edge of civilization and then strike out for a month, and on the dawn of the appointed day, you’ll turn around and see the two obelisks, as far apart as ten strong men standing shoulder-to-shoulder, through which you can pass into Viridian.

Okay, more on this once I start writing it down. 🙂

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[NGDM] A few add-ins, plus a fight!

While I compile the rules into a coherent written form and flesh them out, I’ll toss a few ideas here to keep some transparency on what’s going on.

The action declaration system is intended to be super-flexible in allowing characters to perform actions, provided that they are capable and willing to use their imaginations and descriptive talents to explain how their fighting skill is going to win the fair princess’s attentions. (I just thought of one in the time it took me to type that sentence, as well as a way to escalate the stakes with keywords: the knight regales the princess with tales of his exploits far and wide, replacing what would normally be a blue die with his more impressive red die [fighting in place of communication]; he then relates to her how his father and his father’s father had used this same trusty sword which now hangs at his side, hitting the keyword for his signature weapon to trigger a plot point and raise the stakes – the malevolent suitor who threatens to usurp the king’s throne by marrying the princess is a sworn enemy of the knight’s lineage!)

That said, not everyone will come up with an appropriate or workable solution on the fly every time, and there are only so many times you can reuse the same ideas. Mulling this over, I came up with the idea of “column shifting” (a term I’m ripping off from the old TSR Marvel Superheroes game, but not the exact mechanic under it). If you’re absolutely, positively stuck, you can simply roll your die for an action at a penalty equal to -1 per column of difference between what you’re rolling and what the most appropriate action column would be. So if you’re trying to use a red die to heal (the worst possible difference, four columns away), you make that roll at a -4 penalty. This stacks with wounds and stress, so you can only expect to succeed at disparate actions if you (a) have a huge die to start with, (b) aren’t hurt or stressed, or (c) your action isn’t way across the chart from where it ought to be. This also reinforces the flexible, neutral nature of green actions, because the worst they can get is a -2.

I also want to create two “phantom columns” for those times when you just can’t come up with a clear way to assign actions to columns. This is mainly for the GM, not for the players, but if you just can’t rationalize any other slot to put an action into, white dice are used for the column of “helping the players” while black dice are used for the column of “hindering the players”. It might even turn out that there’s a mechanic to buy one of these dice with bennies, to represent getting an NPC involved in the action, but that’s still brewing.

So, let’s test-drive this thing a little more. Our mage-thief, who’s now named Lakshmi, finds herself rummaging through the atelier of a wizard looking for rare (and therefore expensive) items, when the wizard’s guardian automaton activates from a hidden alcove!

The gamemaster decides this will be a challenge for Lakshmi, but not too much of one: the guardian is worth 24 points, slightly more than Lakshmi, but besides being a little slower than Lakshmi, it is unimaginative, following its simple programming without any imagination or creativity. Four d6s are assigned with keywords; the guardian has no bonus points (both to keep the fight simple and to represent the automaton’s mindlessness).

Both sides decide what they want to do, and what dice to assign. Lakshmi realizes her daggers probably not going to be great against an opponent that’s all metal and no flesh, so she backs away into the gloom of the workshop, looking for an exit: her player assigns her yellow d6 for the perception attempt and the red d6 conditionally for the attempt to break for it. (Normally, a flat-out dodge is a purple die, because it’s a passive non-combative action, but the gamemaster agrees that the sheer athleticism of Lakshmi’s usual acrobatics in such a small room are pretty active.) The automaton, meanwhile, has just one agenda, and that’s to disable the intruder. The gamemaster assigns only the red d6 as it advances. Because they both have the same denomination of die on their action, they would go simultaneously, but Lakshmi’s player decides that not getting hit is really important, so she spends a bennie to bump her initiative down by one spot to the d4 level, and rolls a 5. There’s an opening under a bench that she could duck through in order to get a clear shot at the door – but can she get to it? The d6 level comes up next – Lakshmi couldn’t bump the d6 for the escape attempt to a faster level because it was contingent upon the results of the earlier yellow die. Lakshmi bolts for the opening, while the automaton grabs for her with its claws. They roll: Lakshmi is unlucky, getting only a 3 to the automaton’s 4, so she takes a wound.

Both characters are out of dice, so it’s a new round. Lakshmi decides to go for broke. Whispering the words of shadow in hopes of blinding the machine, Lakshmi tries to wedge one of her daggers into a seam in the automaton’s joint to impede it. That’s two keywords hit, upping the stakes for the scene, and her green d4 and red d6 assigned. She’d like to also be able to scoot herself across the floor the rest of the way through the escape route, but she doesn’t feel like risking a die of the wrong color without a good justification or taking a column shift. The guardian has magical senses that allow it to try to ignore the shadow spell, so it assigns the yellow d6 to that, and continues to try to grab Lakshmi with the red d6. She throws up the spell, but only rolls a 1! The guardian’s perception roll of 4 at the next step prevents her spell from giving her cover to escape, and with her wound penalty of -1, the undamaged guardian gets to swing first. It rolls a 3, which Lakshmi’s player can either take as wounds due to not assigning a defense die, or drop her attempt to hit the guardian and use the red d6 for that instead. She goes for the parry, and rolls a 6 (which becomes a 5 due to the wound penalty), fending off its clutching grasp with the blade of her knife. But it doesn’t look good for her if she can’t get away!

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[NGDM] A quick chargen rundown

Let’s write up a character!

I keep using this nebulous mage-thief as a character example, so let’s do that: a cutpurse for a fantasy setting with some minor magical talents. Start with 20 points.

Envisioning magic as flexible and fast, but our character wielding only minor tricks, I buy 2d4 for her, giving each of them a keyword for the types of magic that would be most useful for a thief (namely, a Silence Spell and a Shadow Spell). She can pull off some other magic, too – a keyword doesn’t lock you into one specific application, it just lets you pull out a signature trick and up the stakes of the scene. If things get tough, though, her real first line of defense is a pair of daggers she keeps on hand, which I figure should be a red d6: she uses them in concert most of the time, fighting pseudo-Florentine, rather than throwing them or using a single-blade style, so it’s a little more effective than a d4 would suggest, but still a single conceptualized action rather than multi-tasking. That spends 14 of our points, but we need her to be able to do some actual, y’know, thieving. We give her a yellow d4 (not great on its own – we might say she relies a bit on her spells to cover a pretty ordinary skill set) and keyword it with a phrase that just popped into my head, a “catfall cloak,” a minor magic garment that gives some vaguely-defined balance and quietness to her movements. That leaves two bonus points that can be spent for bennies or saved up to buy something later/upgrade a die. No wounds to start with, so voila! I cobbled together a simple character sheet with a couple of ideas: circles for the dice, filled in with their denomination and color, plus a space to note down a keyword for each, as well as extending the line to put down stress as it occurs (since stress is color-bound).

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[NGDM] Tying things together

I promise I’m still here! The last couple of days in the office were pretty busy, but I’ve been collecting my thoughts on what’s been done so far on this project and where it’s still in need of development.

Here’s everything that’s come up so far, with some clarifications that I’ve been mulling over in the meantime:
—–
Character Creation: Spend points to buy dice for your roles. The point cost of a die is equal to its denomination. You can buy as many dice from as many different roles or the same role as you can afford. Unspent points are saved, either to spend in-game on special effects, or to acquire dice later. For each die you buy, write down a keyword representing something that you can use to perform actions in that role.
Taking Actions: The maximum number of actions you can take is the total number of dice you possess. If a character’s action is unopposed, simply committing a die to the action succeeds – it does not need to be rolled. Roll dice only when an action has a chance of failing due to outside factors, and negative consequences would result from failure. Players describe how they use their dice to apply to the action. The highest roll wins if two or more characters are acting against each other.
Initiative: Actions in a round take place starting with the smallest die and moving upward, ties broken from lowest wound penalty to highest. Taking stress reduces the maximum size die you can use by one denomination per point of stress. Players may opt to reduce the size of their die to act earlier in a round.
Consequences: Wounds are acquired in physical combat. If the attacker’s combat roll is higher than the target’s, the difference is the number of wounds dealt. The target also gains the keyword “wounded”. Each wound a character carries represents a cumulative -1 penalty to die rolls. Any player may hit the “wounded” keyword to complicate an action of any color. Stress is dealt in social or mental combat. An attacker whose roll exceeds the target’s roll adds a keyword to the target’s stress track in a roll of their choice. Each keyword in the stress track reduces dice in that column by one denomination. Any player may hit a character’s stress keyword to complicate an action of that color.
Complicating Actions and Hitting Keywords: Hitting a stress keyword or the “wounded” complicates an action automatically. Hitting other keywords may or may not complicate an action. When an action is complicated, the GM or another player adds a detail to the scene that makes the action more interesting, which raises the stakes in character points for passing the scene (+1 per keyword hit). Die keywords may be hit to bypass a complication if the player chooses.
Healing: Characters heal 1 wound and 1 stress point/keyword if they pass an entire scene without their “wounded” or stress keywords being hit. Characters may use the Healing or Support roles to assist with wounds, or the Support or Communication roles to assist with stress. The roll to assist with wounds has a difficulty equal to the target’s current wound total, and each point of success removes 1 wound. The roll to assist with stress has a difficulty of 5 per stress keyword the subject has acquired; success removes one point of stress and its keyword.
Special Effects: Character points can be spent on an action to enhance a roll in one of the following ways;

* improve a die in the initiative sequence by one step without reducing its denomination;
* act without wound penalty for one roll, but at the cost of strain (+1 wound)
—–
I codified keywords a bit more in my head, since that was the main part that hadn’t been made concrete thus far. The narrative side of me just wants to leave tags as tags without making them beholden to the dross of numbers, but this also has to be a playable game. Also, taking a cue from Kenneth Hite’s advice in his recent Metatopia seminar on game design, I had to make sure that the mechanic for keywords had a reward tied to it so that players would have incentive to hit them. As I have it now, everyone gets to start a scene, and your reward for passing the scene starts at 1 character point, plus 1 for every character you bring in to the scene. Each time a keyword is hit, the stake goes up by a point (unless you’re hitting a keyword on one of your dice to overcome another keyword like “wounded” or one of your stress track, because you don’t want to deal with it). I also came up with simple procedures for resolving various dice actions that follow from what had already been determined or could be inferred.

At this point, while I’m going to continue working on this for the rest of the month, I’m also turning it loose into the wild. Feel free to use this, test this, even break this. Try it in different genres and at different point levels to see how it handles. It doesn’t qualify as a successful NaGa DeMon entry if it doesn’t see play, after all.

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[NGDM] Keywords

We’re over the halfway point for the month, but the central structure of the game seems to be in place; everything from this point forward is probably going to be an appendix to the way the core operates.

One thing that occurred to me during some late-night musing was the idea of using keywords to enhance actions.

Plenty of games on the market already use a system by which keywords are the hooks on which you hang your actions and define their effectiveness (such as FATE), but for those who aren’t familiar, it works something like this: if you have a wizard that you predefine as a “fire mage,” then you get to tag that keyword when you use a fire spell, read a glyph by another fire mage, or do anything else in which that descriptor would be helpful. Tagging a keyword gets you some kind of bonus for having expertise. (In some iterations of the system, anyone can tag a keyword for you, for good or for ill, making your life complicated: if you’re a Brawny Lout, you can probably knock heads with the best of them, but when someone points it out in the middle of your delicately inching along a narrow ledge, it becomes a liability.)

I don’t know that I just want to rip off that approach. It does make a conceptual sense that tagging a predefined keyword should give a bonus of some kind, though. What I’m thinking is that instead of using keywords with regard to personal traits, I can use it as a substitute equipment and gear system. I hate the micro-management of shopping for gear in game, keeping track of money, etc. The games I prefer will assume that you have basic stuff as appropriate to make the story move forward, so you don’t have to buy your clothes, your backpack, etc. It’s the big signature stuff, like the customized machine gun you’ve named “Dorothy” or your amulet signifying you as a member of the elite Sisters of the Silver Order, that has major plot impact and therefore needs to be regulated.

Let’s say that a character gets one keyword for each die they have; the keyword doesn’t define the die, but represents a special signature associated with that type of action. (In other words, if your arcane thief puts “Silence Spell” down for a magic die, that isn’t all that he can cast with that die, but you get a bump if you’re using it, since it’s one of his signatures.) What benefit? Again, just like bennies, we need to think about this in terms of the dice themselves and what they can accomplish. It would be too much to bump the denomination of the die in question — our system is acquiring a bit of bookkeeping already, and that would be problematic. Likewise, getting a bennie is overly powerful in the sense that your bennies are experience points, so tagging your keywords all the time means you advance faster than a character whose player doesn’t. While philosophically that makes sense on some level – you want players to be engaged, active, and using the things around which they built their characters – it could be abusive for the mage-thief to just walk around town with his silence spell on all the time, earning experience for something that isn’t really dramatic.

That’s the core of it: what’s dramatic? And what does being dramatic warrant? Just before the APV skids to a halt and the hatch drops, the sergeant checks the sights on “Dorothy,” slaps the cocking lever, and crouches by the port, ready to lead the charge. We expect a high-stakes scene, tension, and ultimately something that will move the plot forward. The mage-thief doesn’t just use his silence spell to go out for groceries: he cloaks himself in it when he’s about to surmount the wall into the Baron’s keep in search of the key to his treasure coffers. Elric of Melnibone doesn’t draw Stormbringer or call upon his ancestral magic unless he must to face the threat in the scene. You tag a keyword when the scene offers something to gain, in other words, tangible or not. With this in mind, we can see the way to a stake-setting mechanism in which characters can hit their keywords to add outcomes to a scene. If you’re setting up a scene, you don’t have to initially have an outcome or stakes, but if you tag a keyword to overcome a challenge, you make the scene more important, and add something to be earned (and, by extension, a potential consequence for failure).

Now we’re getting somewhere!

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We’ve got this mechanic wedged into the middle of the rest of what’s been developed thus far but which hasn’t been defined yet, either as a discrete entity or in terms of the interaction with the rest of the system. To use a bit of game design slang, these “bennies” are the spare points left over if a character buys dice and doesn’t have enough left over for any more – by definition, a character will almost certainly have 3 or fewer of these points, since 4 would net you an additional d4 in one of the roles. We might even want to set a hard cap for these points, although someone saving up to buy a die could theoretically be stymied by that if the bar is too low. (We’ll deal with experience and advancement in more detail later, though the most intuitive immediate frame that presents itself is simply being able to buy/upgrade dice: experience points would be functionally equivalent to the character points received during generation.)

Conceptually, these bonus points provide one-shot bursts of enhanced performance as opposed to the reliable long-term capability represented by dice. They should be commensurately awesome, but not so much that characters hobble themselves by skipping over buying dice to hoard their points. That leads us into some interesting mental territory: to measure how much is enough when it comes to spending a bonus point, we have to back up and think about how often dice are going to be used and what they can accomplish. We stated earlier that putting a die into an action without opposition means automatic success, regardless of the denomination of the die, so we’re already empowering the characters fairly nicely. Our axioms also put a d4 at the lowest level of skill (which is another way of saying that a difficulty of 4 is the best a character with basic training should be able to accomplish under duress) and d20 at the highest (so 20 is the best anyone can do with focus and excellent training, without bringing in cross-disciplinary techniques). Our d20 is also probably not going to be rolled to maximum effect very often, since even one point of stress degrades it to a d12, among other things.

We’re not designing a Nobilis- or Exalted-style game where characters can regularly perform impossible feats, but we are aiming for a cinematic feel, where characters can once or twice in the span of a story perform implausible feats to show off their exceptionality (I’m coining that word, spell-checker, and there’s nothing you can do to stop me), so let’s use the placeholder rule “difficulty 20 equals world record performance” for now; obviously, a character with a few of the fatter dice to throw can jump that bar without too much problem, but it’s an anchor around which to plan things, especially with regard to our bennies.

In general, we always have to keep in mind the “Cosmic Encounter” principle, which is that it’s cool to be able to break the rules if the rule-breaking is properly defined. We have a few mechanical restrictions in play already, so let’s look at the application of bennies to circumvent those restrictions. We have:

1) Initiative, which determines which characters get to involve themselves in scene-changing actions first and thus have some direct impact on the later actors;
2) Wounds, which penalize the result of a die;
3) Stress, which degrades the denomination of a die, but improves initiative.

Thus, wounds are just straight-up bad, while stress is bad but has an upside. Initiative is neutral: you can want to act earlier or later for different tactical reasons. It seems like it might make sense to have bennies apply to wounds, then, to even them out the way stress is mitigated by what I think of as the adrenaline effect, but just letting people spend a bennie to get a +1 to a die roll (the most obvious application) just doesn’t seem awesome enough to justify them. Re-rolls are slightly larger in potential impact, but run the risk of a lower re-roll in many cases, and I want bonus points to give the user something unreservedly good. Using them to bump initiative is an attractive idea: you can spend one to jump a spot up or down in the initiative sequence.

Still, we ought to have a way for wounds to be ameliorated, even temporarily. Brainstorm: spend a bennie, and suffer no wound penalty to a roll. That’s pretty potent, so here’s a drawback: after you do that, you strain yourself further and take an extra wound. It makes the use appropriate for those last-moment “Hail Mary” actions at the climax of a major scene – let’s hold onto that idea and consider it further.

Another idea is brewing for an auxiliary system that bennies might apply toward, so we’ll table the discussion and come back to it. This game has to have some narrative mechanics as well as concrete mathematical systems, or it’s just not one of my games! 🙂

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