LotA Beta Updates

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andrew
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LotA Beta Updates

Post by andrew »

Woops, 4/16 doc is missing the final merge on TRGS. Enough details for now, but I'll try and upload the final merged doc before the end of the weekend.

Enjoy TRGS and immortal rules!
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andrew
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Re: LotA Beta Updates

Post by andrew »

Needing some feedback/questions/comments on the Talent system. I'd like to see how it works for everyone before investing too heavily in it.

My original plan for immortals was very different, but since I've had a big itch to merge powers and skills, allowing skills to have metas, Talents were developed. I'm hoping this works and merges well with the existing powers, but who knows... maybe it'll fall on its face. So please give me some thoughts.

Thanks!
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Re: LotA Beta Updates

Post by khunkwai »

I must be honest, I read it, and I don't get it. Not played enough perhaps.
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andrew
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Re: LotA Beta Updates

Post by andrew »

I'll post up another update later today with the results of two play-tests so far. Sub-Talents will probably change somewhat, but the Talent core will be detailed further.
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andrew
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Re: LotA Beta Updates

Post by andrew »

Clearer? ;-)

DRGS added also as another variant I was toying with but the gap to RGS 2.0 may be too wide to bridge in LotA
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Re: LotA Beta Updates

Post by khunkwai »

Just downloading now :)
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Re: LotA Beta Updates

Post by khunkwai »

Abate is nice and clear now :-)
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Re: LotA Beta Updates

Post by khunkwai »

So Talents will replace Skills is what I am seeing here?
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Re: LotA Beta Updates

Post by Chall »

The TRPGS is similar but separated to the standard RGS. I believe the system is being set up to handle games that focus on Immortals to handle the scale of what they do easier, or you could use it for your regular game as well.

It's the same sort of thing that was offered with the simpler game system tweaks in Denizens.

I'm going to offer a few thoughts on the TRPGS and DRPGS later on today
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andrew
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Re: LotA Beta Updates

Post by andrew »

Awesome, thanks for the feedback, I will chime in on both threads tomorrow. I was rushing to get another BETA update out tonight- it's live!

OK so a little contact on what's going on with the immortal rules. RGS 2.0 which made it's debut in late 2012 had a design which was meant to go all the way into immortal Disir levels. For years this was the game plan, with a much more evolved immortals setup with LotA (overwriting the CRB content).

The thing is, as you play a game for years, you start to see more options and design vectors appear. Once of the things I really want to see in RGS 3.0 is the merge of powers and skills under a system that has metas for both. This developed into a parallel rules set called TRGS. I was hoping to modify TRGS to be compatible with RGS2, incorporating conditions, item attributes and game terminology, while introducing a the merged concept. The thing is, TRGS didn't have a lot of those concepts, so what you see proposed is a hybrid. TRGS mission statement mashed in with backwards compatibility to RGS2. I think Chall noticed this with the sudden shift in focus with sub-Talents (really the sub-system that makes the bridge between both). TRGS is something I am testing with my weekly group.

Now immortals have a different focus than mortals. Since they cannot die, they really don't care half as much about combat. I wanted the rules to reflect this, so that's what DRTS was all about. I know it's too jarring a mix with RGS2, so it'll probably make it's way into another book/game. I wrote it out in the LotA BETA mostly to get some feedback.

Tonight's BETA update presents immortal rules as they were originally envisioned back in the master plan of 2012. So in all you have 3 rules sets to look over.

Where my mind is at right now as I type this is that I am leaning towards the original plan, with maybe the addition of skill metas to RGS2. But I definitely want more discussion and feedback so we have the best immortal rules possible, along with an elegant evolution of the RGS2 rules-set.

Enjoy! :)

ps. With all of these rune based rules sets, perhaps we will release a RGS variants rule book just exploring the added dimensions of RPG rules using Futhark runes.
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