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The Unlife Aquatic
Jun 17, 2009

Here in my car
I feel safest of all
I can lock all my doors
It's the only way to live
In cars
Yeah, Spire's resistance system works exactly for what it needs to - undergunned, undermanned, ever-hustling terrorists against the tide of oppressors with too much of everything to hope to fight off.

I really appreciate the subtle shift in perspective in Heart. Derelictus goes from the slum of slums in Spire to comparative refuge in Heart, it's little touches like that that I think really sell "different part of the same world.".

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The Unlife Aquatic
Jun 17, 2009

Here in my car
I feel safest of all
I can lock all my doors
It's the only way to live
In cars
I've been working on a Resistance based game focused around replicating the experience of classic JRPGs and Heart has really given me a lot of ideas for how the system could work. There's a really nice sliding scale between "fallout checks only watch a single track at a time" to "remove the two highest dice from your rolls result". You could probably tune it way to the mild side with Heart stress rules and single stress stat fallout rolls.

The Unlife Aquatic
Jun 17, 2009

Here in my car
I feel safest of all
I can lock all my doors
It's the only way to live
In cars

CitizenKeen posted:

Please share when you've got enough to do so - that sounds delightful! "Replicating a JRPG experience" sounds like a really insightful fit for the Resistance.

I've been working on a She-Ra hack (to focus on core mechanics and designing classes and callings), and a cyberpunk reskin (which is more about adding crunch for specific things, akin to delves and Blades in the Dark). I think there's a lot of potential - the core mechanic is both solid and flexible, and I could see it supporting a spectrum of games akin to 2d20.

Thank you for your kind words! We've got a rough draft in some level of completion at this point (and in playtesting!), so I can talk a bit about some of the changes we made to the basic way the system works.

Skills are still mostly the same, relabeled Styles. However, Domains have been replaced with Moods. While a Style represents what you are good at Moods represent your personality, values, and how you relate to the world. Moods are things like Dread, Rage, Idealism. Unlike Domains however, Moods have weaknesses. Dread might make it harder to offer someone mercy, convince them you're there to help, or do the sort of thing the pure of heart might do - while Rage might make it harder to keep your cool when you lose something important, or your loved ones are in danger. Idealism, of course, might become a weakness when someone is trying to dupe you. In these situations the system switches from Spire's more lenient Difficulty to Heart Difficulty (remove the highest die) The other big change mechanically is the stress that serves the rough mechanical purpose of Fortune in Heart or Reputation/Shadow in Spire is rolled into a new resistance called Kismet that is shared across the party, and very difficult to reduce, representing the Empire catching up to you, or just general bad luck. Also, because this is a JRPG experience, another big thing is there is a communally shared airship with it's own stress bar, advances, and traits.

Honestly, this whole game came out of me and a friend bitching about how there weren't any good TTRPGs for emulating the classic JRPG experience. The Dragon Quests and Final Fantasies and the Chrono Triggers. We wanted to capture their sense of adventure, blend of humor and poignancy and ability to grapple with dark things without losing their sense of hope. There's always an Empire, and it always Falls.

E: Quest Advances (such as the Knight might have) are also much more prominent. Each of the nine archetypes has at least one as a high advance, representing a big, action-packed bit - such as the Rogue pulling the heist of a lifetime, or the Turncoat stealing an Imperial Superweapon for your airship.

The Unlife Aquatic fucked around with this message at 02:12 on Apr 8, 2020

The Unlife Aquatic
Jun 17, 2009

Here in my car
I feel safest of all
I can lock all my doors
It's the only way to live
In cars
An outgrowth of the scene combined with the character's reaction to it, with certain reactions being natural but not necessarily a good idea. That only really works if playing in good faith/not trying to Game The System, ofc. (Then again if people at your table aren't playing in Good Faith you have bigger issues)

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