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Playtest Report 4/21

🕑 Added 2023-04-26 19:02:06 +0000 UTC
Playtest Report 4/21

Comments

rayoman67

I am still catching up, but this post wants me to try your game even more now.

Joshua Horsman

Sounds amazing and like the fun was firing on all cylinders! I agree with the fight only taking an hour. I think all battles should be engaging and interesting and not overstay their welcome.

Murilo Trigo

Can't wait to playtest!

Jacob Montague

That sounds awesome! Glad to hear it's taking shape. This system can't come out soon enough!

Nobbynob Littlun

I'm curious how this is going to shake out with large numbers of creatures on the field. Although we usually have 3 or 4, maybe 5 players, we've often got two or three times that many PCs and player-controlled allies. With anywhere from 20-50 adversaries once the encounter is done sprawling out. I suppose I'd just dial back the NPC reactions and villain actions; (even in 5e I tend to forget legendaries).

NoSmallParts

Sounds Heroic! I'm worried about 1-hour-long boss fights though. Can't remember the last movie I saw with a 1-hour-long climactic fight sequence. Seems like a looong time to hold the audience at high-tension. Hope I'm wrong.

Roman Penna

I am very excited for this game. I was very surprised when you said all of that only took 2 rounds. The way you told it, and what happened felt like 4 rounds or so. If I do a boss fight that feels like 4 or 5 rounds and it only takes an hour. That's epic!

CharismaSAVE

You are getting me dangerously psyched for this game.

Richard Miller

I love telling the story of the moment that hooked me on Savage Worlds: Two of my friends were playtesting the original Necessary Evil. One was running a Superman clone and the other had a typical goon. Goon empties his gun in Supes to all the result you'd expect. Of course, in frustration he tosses the gun at him. It hits, and the damage die won't stop exploding. And that's why Superman ducks when they throw a gun at him even though bullets bounce off. The Necromancer pulling your thigh bone out and leaving you flopping on the floor is that moment. You've got to put that in your promotional material somewhere. Also, I'm absolutely stealing [i]foulbear[/i] at my earliest opportunity and repeatedly thereafter.

Skull Azure

So it looks to me like a question of whether to keep rounds entirely!

Ole Ingvar Stene

This sounds like a great time, can't wait until I can play it myself! As for an epic combat only taking an hour - nothing wrong with that! Actually, that sounds great! More time for other stuff at the table, like progressing the story, some emotional roleplay or ANOTHER epic combat.

Graham Schofield

Definitely prefer two 'rounds' where everyone got to do their cool thing and defeating the big boss (without it feeling like a total glass cannon situation) than 5+ rounds of vaguely depleting hit points while everyone stands in the same spot. Certainly the most intriguing post so far!

Gustavo Campanelli

I'll have to check the final rules, but so far, the fact that it's only two turns is not really a problem when there are so many ways of getting extra actions or more oomph from an action like this.

slvgRPGs

Holy cungadero! That Parry-Counter-Crit moment was SO COOL! I love tag-team stuff, and it was so evocative that I could see it playing it in my head with choreography!!! I'm so excited for this game; you all are doing a PHENOMENAL job!

Kevin

I was in D&D 5e mode and reading along and the total time surprised me. I was equally surprised to find that I was smiling and excited by the compact time. The way everything has started working together (even though it's placeholder) is super cool and I love getting to read the process and see how it does or doesn't work out. 5e battles -- boss or no -- feel tedious more than fun most of the time. That stuff kept happening in what would usually be dead space sounded really epic. The time investment of combat feels like a major consideration in how infrequently I get to play 5e so more exciting in less time? Hells yes!

Theodor Helgason

Sounds very exciting and cool. Fights in 5e usually take way too long so one hour for a boss fight sounds just fine to me! Look forward to more of these updates!

Matthew Donley

I love getting to peek in and see the people behind the curtain. The battle sounds epic and 1 hour for a battle?That’s gold for me. Battles in 5e and some other TTRPGS can seem like a slog because “nothing happens.” You lose HP but how does that directly affect the battle, the tactics? Not a lot. In this scenario, a lot happened with villain actions, bones going missing, and more. It creates cinematic moments but also stories to tell other! And for me, that’s what is important: the stories we create and share. I think that this TTRPG is shaping up to fulfill that fantasy whether intended or not. Thank you for sharing development and I cannot wait to see what comes next!

Matthew B

But like, what if it didn't have rounds at all? I just read this the other day and I think the overhead is too much to bolt on to D&D, but could something like this work for your game? https://www.magnolienne.com/pinkspace/2023/04/25/the-active-time-model/ Like maybe (some?) crits don't just give you an immediate action but they do move your clock up, and that could mean you do get an immediate action.

GubDM

Christened the Foulbear? or ANTI-CHRISTENED?

MCDM Productions

We'll get there!

Sergei Lakissov

It's great that the battle only took an hour! Sometimes it's really awesome when people can gather for just two-three hours on a workday evening and have a full meaningfull session of playing. Having a system where combat only takes an hour and is cinematic and full of action is great for those.

Anne Tracy

I love that the battle only took an hour! I am personally not a fan of how long 5e and path/starfinder battles take. I understand why, but this description sounds so much more streamlined and cinematic. It makes me want to play it!

Andrea Costantini

I get that you guys don't want to get too detailed at this point, but it would be really interesting to watch a recorded session of this system in action. Even if it's just a recording of a VTT with you guys talking over it.

MCDM Productions

What is a round? A miserable pile of attack rolls...

Bryce Anderson

What is a Round? Sounds like a Designing the Game video! Like yourself and others have said, it sounds like a bunch of dope shit happened. Is it necessary that all classes earn resources at the same rate? I imagine a 'nuker' would get a lot and have to spend a lot, perhaps? Sounds like you guys are working on good stuff as always.

Schoopdoop McGoop

Honing in on "how much of this Resource do I generate each round" vs "how much of this Resource do I spend each round," balanced around how many rounds a combat should take, seems like something that will take some math and playtesting to fine tune. But is absolutely possible and makes things very dramatic. I'm super excited. An Upbringing System sounds very cool and intuitive for character creation as well. Every time we get an update, I get excited!

Wright Johnson

Personally, I’m not bothered about a combat being two rounds if the two rounds are packed full of cool shit. That just means more cool shit per session!

Sean Westberg

Yeah it originally felt more like Warhammer FRP 3rd which is the predecessor to that Genesys RPG system but it's kind of gone on it's own way a little. Last I heard they were using custom dice in the virtual desktop program.

Sean Westberg

Great post. Sounds like a really fun combat. I'm not as concerned as a DM about the 2 rounds. That could be balancing, that could be a bunch of different things. I also think that redefining what a "round" is makes sense. It strikes me that it's effectively a cooldown timer or global tick like in an MMO rather than an opportunity for characters and NPCs to act. You know X things will happen when the next tick starts, and a question of how much you want to do during this tick. In the old Battlestar Galactica board game you couldn't win without some action economy gaming, a concept that is reflected in the Midnight Suns game that came out a few months ago. It's a fun and addictive way to go about interacting with the action economy.

Sean S.

This dice mechanic is nearly identically to Edge Studios (formerly Fantasy Flight Games) Genesys RPG. They also have custom symbols on the die for “advantage,” “threat,” “triumph,” and “despair” which both cancel each other out and are used for other effects. Like you fail, and, or you succeed, but. Etc. Will this system use standard dice, or some sort of proprietary dice and symbols similar to Genesys?


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