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David Berg:
Taking some time to mull sounds like a smart move to me!  If you update the text and want more eyes on it, just say so!

Quote from: David Hallett on March 11, 2011, 04:15:08 PM

you don't care for Doom as Luck. What if each character had a reserve of Luck points (say 10 at start) that could be spent to reduce damage? More meta-gamey? Less?
I think they're exactly equally metagamey.  If they reflect a truth from within the fiction (being cursed, etc.), either could work fine.  Impacting the fiction from without, neither one is doable. 

If you actually want to cater to players like me, I'm afraid there's zero wiggle room on this stuff.  Make the gameworld do what you want or provide an invisible metagame.  I've yet to see a third option that doesn't make me go, "Well, now I might as well switch on my 'story game' brain instead."

I mean, telling me and my ilk to suck up some metagaminess could work if the metagame elements are clearly* making play awesome.  It would just be a different kind of awesome than what I looked for in CoC.

*as in, you explicitly promise what they'll deliver, and they do that

David Hallett:
OK, so here's a new version.

Brief Changelog:
Got rid of Doom, couldn't make it do anything useful that Shadow couldn't do already.
Things that used to increment Doom now increment Shadow.
Energy, Composure, Health tracks all shortened, but "hits" do less damage. It's pretty hard to die over about something you don't care about, but not that hard to die if you insist on fighting for any length of time.
Conversion rates between Energy, Composure, Health adjusted accordingly, and noted on the character sheet.
My "advice" to GMs about the kinds of PCs needed has been enshrined into law to make a formal contract of sorts between the GM and players as to what kinds of characters will be played, and what kinds of adventures will be provided. There are even two different character sheets!
Comments added about playing in character,
Injuries abolished as insufficiently interesting and hard to invent plausibly.
Rules on fainting/being knocked out streamlined.
Some ability to recover "permanent" losses between adventures.
Insight, not Shadow, now reduces Energy refresh (reasons of balance).
Mechanism of increasing Insight substantially revised. High levels of Insight are now very difficult to attain.
Clear ruling on helpers giving only one bonus die, total.
More clarity on the difference between Fear attacks from humans, monsters and gods.
Explanation of why combat manoeuvres may be useful.
Examples given of stats for monsters and gods.
Books and Magic given own section.
Advice added on adapting published Adventures and creating them from scratch, with guidelines on how to control the pace and overall chances of success; these are very seat of the pants, and need to be tested.
Advice on how to design appropriate adventures for the two different PC types.
Comments on use of character social skills vs player social skills.

I'm pretty excited about these changes, which I think have tightened up the game a good deal. All feedback welcome!

http://frombeyondrpg.com.s3.amazonaws.com/Prototype%208.pdf
http://frombeyondrpg.com.s3.amazonaws.com/Print%20II%20Character%20sheet%2023Mar11.pdf
http://frombeyondrpg.com.s3.amazonaws.com/Print%20RH%20Character%20sheet%2020Mar11.pdf

David Berg:
Simply presenting the distinction between these two types of characters and their motives strikes me as a great way to get the group on the same page.  I'm imagining looking at the sheets and then having a good group discussion about pros and cons and expectations.  Nice!

Your change list is exciting too!  I hope to give the full package a good looking-over soon.  Two immediate thoughts: (1) Insight docking Energy refresh sounds right.  (2) Having only 3 Health boxes is kind of unnerving.  Excellent.

David Hallett:
A small revision, consisting mainly of simplifications and shortenings.
http://frombeyondrpg.com.s3.amazonaws.com/Prototype%209.pdf
http://frombeyondrpg.com.s3.amazonaws.com/II%20Character%20sheet%20calluna%20sans%2018Apr11.pdf
http://frombeyondrpg.com.s3.amazonaws.com/RH%20Character%20sheet%20calluna%20sans%2018Apr11.pdf




David Hallett:
And following the first playtest, a rejigged skill system and a redesigned character sheet!

http://frombeyondrpg.com.s3.amazonaws.com/Prototype%2010.pdf
http://frombeyondrpg.com.s3.amazonaws.com/II%20Character%20sheet%2007May11.pdf

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