Post by Bricingwolf on Jun 2, 2018 6:28:17 GMT
First, where are we/what's new?
I've been working through each of the primary documents with an eye toward only building what is needed to playtest the game, and build the basic core rules of the game.
That means,
That's about it. I've got a lot of ideas right now, and a lot of work to do. I'm going to try to post a lot more here, with updates, questions, ideas, etc, and hopefully we can get some discussion going and get some work done!
I've been working through each of the primary documents with an eye toward only building what is needed to playtest the game, and build the basic core rules of the game.
That means,
- The new Ancestries doc has only the main Ancestries plus a few Ancestries that need serious playtesting and which I want in the core rules. Races are renamed Ancestries. I made a thread about that in the Races subforum.
- I'm still working on the wording and specifics for Origins. Eventually the Ancestries doc will be renamed Origins, and will guide you through building your Origin, and have some example Origins for each Ancestry.
- The Archetypes doc will just have about a dozen Archetypes, maybe fewer. I want a good spread of traits and skills represented, to give us a good spread for playtesting.
- Skills doc is the biggest project by far, in terms of what is just blank, because all but a couple skills are still quite blank. The plan is not to go into a lot of detail for each skill, though. Many skills will be fairly short descriptions, and the few that need a lot of hard and fast rules have been used in play enough for me to know what I want from them.
- Traits doc is being completely rewritten from scratch, much like archetypes and ancestries, because it's just easy after so many mechanics and terminology have changed.
- The game now has a basic standard format for player options, that I think will improve readability for quick reference, without losing the enjoyable read in the final product. Right now the crunch is what I'm focused on, though, so I'm going to err on the side of reference, where needed.
- With John's help, I've worked out some rules for Trauma, Recovery, and gotten closer to a solid idea of how defense and "saves" should work. I'll have a new doc or section in a "How To Play" doc soon, which will include updates on how sizes work, what conditions do and how you avoid them or shake them off, how passive vs active defense works, etc.
- When I've got the main player option docs updated to a usable form, I'll compile them into a Creating Characters doc that will walk you through character creation from start to finish.
- Boons haven't been forgotten! I've decided that leaving boon creation super open ended is just too much to ask of players and GMs, so instead I'm brainstorming rules for enhancing existing traits to make a unique version that no one else in the group is allowed to mimic, and that's your boon. There will be some basic, fairly minor, special rules for how Boon traits work, like a Signiture Item Boon can't be permanently lost, a Companion Boon can't die without player buy in, etc, and probably will include some minor narrative control for the player, as it relates to their boon.
- Death and Dying haven't been fleshed out so far, but I've got some really fun ideas for how to make death matter, but also make it something that engages the player, rather than leading to a player just starting on rolling their next character or just tuning out when their character dies.
- Weapon properties, damage, resistence and vulnerability, and healing, are all percolating in my mind, but I am focused on working up the traits and skills docs right now. I've floated some ideas here and with John and Alison, and I'll keep doing so in the coming weeks.
That's about it. I've got a lot of ideas right now, and a lot of work to do. I'm going to try to post a lot more here, with updates, questions, ideas, etc, and hopefully we can get some discussion going and get some work done!