[Knights of Twilight] revisioned

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davide.losito:
Thanks for your comment, Voidgere!

By "the wording is hard to follow" do you mean the specific fencing terminology or the whole text?
I know I need proof-reading, as english is not my native language.

Ron Edwards:
Hi Davide,

I am looking forward to the next textual update, as I really like the design decisions you've outlined in this thread. My favorite is removing the Corruption score, and letting corruption become a non-quantitative, emergent outcome of what Torments the knight is inflicting. To put it differently, you're giving the people at the table the decision to decide how much suffering the knight inflicts is worth calling "corruption."

I'm still fond of the Polaris-like weirdness of the original Ronnies setting, so I might use that or a personal version of it when I get around to playtesting the system.

Best, Ron

davide.losito:
Thanks Ron.
I am waiting for the end month's event, EtrusCON here in Tuscany, when I will playtest the updated game.
Probably with Ben Lehman... so we will have a closer view on the Polaris-like mood, from a Polaris point of view ^^

davide.losito:
Another playtest done and more updates!

(sometimes I wonder why I don't think to things before playtests... but, hey... the game is developing so I think it's the good way to go).

RESISTENCE has been totally removed from the game.
Now all the game actions that players could perform with RESISTENCE have been assigned to... AFFECTIONS.
Do you want a new die (before producing Torments)? Hold that feeling that links you to your Affection and take another breath to go further!
Are you getting hit from a burning demon? Close your eyes and remember of your promised who is waiting for you on the High Rim, and soak it.

As a consequence, there is a new mechanic and scene-type related to Affection: the Promise.
When an Affection asks you for something and demands for a quest, you can PROMISE you will do that quest and flag a PROMISE near your Affection.
You must attempt that quest in either the first or second act, still by renouncing to a Mission.
An Affection cannot rank up until you complete the promised quest.
An Affection cannot rank down either, until you at least attempt the quest.

During the quest, that promise counts as if it were a full rank for that Affection, for the in-game mechanics of soaking hits and generating die.
I will need time to properly define how these scenes with Affections work. They are basically Free-rp scenes where the Affection insist in obtaining something (a promise) from the Knight.
There will probably be some kind of flag to keep track about the Affection feelings, like "Demanding", "Hating", "in Love", "Furious"... I don't want to have a game with emotional "triggers", but I think that keeping track of the Affection relation may help building these scenes and making the whole relation more vivid and alive.


DEMONS can now generate dice themselves, according to a Knight's torments. This mechanic adds to the one that grant Demons the ability to turn "-" to "+", during fight, so a Demon Master may chose either.


FIGHT: a Player now retains for the next assault only the dice that he assigned On Target, and that are not RED.
This helps having faster fights.

Paolo D.:
Hi guys,

Davide, did you changed the text from the version you linked at this post? I ask you this because many of my usual players are going to vacation, and so there's a chance that we might be able to run some playtest with the remaining players, and in that case I'd like to try your latest draft.

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