Well, we haven't even started gaming yet and things are changing. As I was writing up the information needed to play, I noticed that combat involved way too many numbers.
We're trying to keep it so that the Director need never roll, but rather leave all that up to the players.
So, the change we are looking into is to reduce baddies to a simple difficulty. BBEG's and the like will have an equipment "score," but all the others are a simple, flat number. We are dropping their fate/type/equipment scores. That difficulty score will be used on the to hit rolls in combat, as well as the avoid-being-hit rolls.
The underlying goal of this game is to be simple. A critical eye will be cast upon all of our rules, trying to cut out any bloat or other items that slow or complicate the game. There's a couple other things I think could be reduced, but I can't really see how to do it cleanly. We'll figure it out in playtest.
Sunday, November 21, 2010
Thursday, November 11, 2010
Let the games begin!
We've had a lot of discussion, both here on this blog, on our internal forum, and actual just plain chatting.
In addition to starting the actual writing on this, I've started to create a skeleton game that can be used for testing the rules and mechanics. We'll hopefully start taking runs at the game shortly. Let's see what breaks!
In addition to starting the actual writing on this, I've started to create a skeleton game that can be used for testing the rules and mechanics. We'll hopefully start taking runs at the game shortly. Let's see what breaks!
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