Friday, July 21, 2017

So, kicking off the group design thing!

So, kicking off the group design thing!

I have a few projects that are ready for other eyes and that need solid play testing.

I am also happy to provide ridiculous levels of feedback if anyone's looking for it.

So... is anyone game?

Edit in some info:

The game is Heirs of Sea and Shadows.

https://exposit.github.io/katarpgs/lite/heirsofseaandshadow/

It's a strongly narrative game of romantic high fantasy with sliding scale stats, a "push your luck" mechanic, and a dynasty system. It relies heavily on actor stance over character stance, drawing on the way I play games like Total War and Crusader Kings 2 (but without the war aspects of either).

At this point, I'm primarily looking for the "feel" of the core mechanic, especially how it works in practice.

I would also like to hear about the dynasty system, which is still very rough.

I would appreciate any constructive feedback, however short or long. In this thread is just fine, or a google doc, or whatever works for you.

3 comments:

  1. Tam H I'll post feedback in the Solo Design Book Club section in the next few days.

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  2. Tam H

    Thoughts and questions:

    1) exp gain. I know if I continue to re-roll the same test its only 1 exp, but if I use the same skill in several tests, such as combat, within the same scene, do I gain an exp for each separate check? Your "What it looks like" chapter lead me to believe that I am doing it correctly.

    2) Are you supposed to be adjusting the Current Number for each successful check with in the same scene? For example in this latest session my combat current number kept growing until it maxed out. Is the increase an option?

    3) I would really love to know if you have any charts for but / and results from the oracle that are centered around this system? I am currently using a mish mosh from several systems to generate key words or idea's on those results from the oracle.

    4) The core mechanics feel very solid and offer a really good foundation. I can say that I am becoming more comfortable with them and the sessions are moving more smoothly.

    5) The sliding scales are, for me, not too much book keeping. (They are very reminiscent of the Arkham Horror board game.) I would consider limiting how much people can slide from the Long-Term Number. IE. X amount either way. Out of all the base mechanics it is these that have tripped me up the most. It wasn't until this session that I grasped: "Roll a d10; if your approach is on the left side, roll under your current number, if on the right, roll over it. Include the current number in the success range for the marked side. Adjust your roll by the modifier." was really saying. I have been under the impression that your marked approach was always the inclusive roll low side. This isn't game breaking as I can just adjust the Long Term stats to reflect the intent of the character development.

    6) Do you have a map of the world? Even a rough sketch?

    7) I am very excited about this Dynasty system. I finally got to delve into it a bit today. I like how the traits of the parents are brought over. There is enough chance to ensure its not a sure thing, but enough is passed on that when your done the child really does have a little bit from each parent. The heir I created today was only 3 years old. I consider the traits more to say what the child might have an aptitude for, but in no way guarantees what they will become.

    So far I am really enjoying this, thank you!

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  3. Ha, I was just responding to your (awesome!) actual play when I saw this notification!

    1. Yes, that's correct. A roll = one roll of the dice if you succeed or multiple rolls if you push your luck by rerolling. It's similar to Trollbabe/Stranger Things in that respect.

    2. Yep. Max out that stat! The idea is that the stats reflect approaches to the task; if you approach a task with "fight" you'll be more likely to fall back into that mode the next time.

    Which means if you, as the player, want lots of fights, you've got a way to tell the system standing in for the GM that. Which also means your hero will sooner or later hit the conflict consequences table when it will hurt!

    And you can always reset things by spending a bit of experience -- which you have to do in order to advance, so why not?

    3. That's a great idea; I didn't have anything specific in mind but I'll add it to my notes! I tend to use the Conflict Consequences chart for that if nothing occurs to me right out of the gate, just rolling 2d6 and going with what seems appropriate. You could also roll on the scene keyword chart. My style is to throw out lots of inspiration, lots of dice, and pick and choose what "fits" to me.

    4. Whew. That's really a relief to hear. It seemed solid in my head and in my play tests but I know how it's "supposed" to work! Of course, I can't take too much credit; shoulders of giants and all that, ha. But hopefully having more games built explicitly for the solo experience enriches all of us!

    5. I should probably be clearer about that! The idea is that you move the number in the middle but all other things being equal, the marked side will be slightly more likely to succeed. I love the Trollbabe slider, but it drives me nuts that it's basically fixed.

    With this, you can literally adjust anything with enough patience and XP; that's how your hero grows and changes, how your angry, vengeful farmboy ends up a masterful Jedi or your idealistic apprentice ends up an amoral archmage.

    6. My art skills are pathetic but I could mock something up! If it helps, I picture it sort of like England (so original, I know), only engulfed in old growth forest. Balancing "vague", "evocative", and "usable" is always hard; I want people to be able to make the setting theirs.

    7. I'm so glad you like the dynasty system! Though it's definitely the least polished part of Heirs, it's also the one I've been tinkering with longest.

    My hope is that it serves as a way of weaving a rich tapestry of people your hero cares about, and naturally creates layers of story to play with.

    I like how there's always a story there, baked right in. I know dynasty play isn't for everyone, but it's such an important part of the source material (books by Lackey, Salvatore, Pierce, Green... the list goes on) that it just has to be in there.

    Just hope I wasn't (too) sexist or outrageous or worse, pedestrian about it. It was surprisingly hard to come up with the content for some of those charts, haha.

    Thanks again for running a game and the feedback, I really, really appreciate it!!!

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