Devlogs
Update v0.6!
The latest update of Errant Deeds is here! A few one-shot playtests have provided some very helpful feedback. Here's a look at what's new in version 0.6:
- Revamped Core Mechanic
- tl;dr, the new core mechanic (inspired by Trophy) streamlines the position/effect conversation even further and tweaks a lot of the rest of the game to match.
- Long version: one of the main goals for Errant Deeds is to highlight the position/effect conversation. Specifically, we want to blur the line between mechanical conversation and roleplay as much as possible. Early playtests used the standard Forged in the Dark resolution mechanic but keeping track of action dots felt a little too crunchy for the folklore vibe we're going for. So we took inspiration from Trophy by Jesse Ross to create a more streamlined and conversational mechanic that we're very excited to playtest in the coming months. Changes rippled out into character creation and some special abilities to line up with this new mechanic.
- Resisting Consequences
- tl;dr, "Providence" is no longer a thing. Instead, resisting consequences has been folded into Embellishment and the effects of Embellishment have been spread around to other bonus dice mechanics.
- Errant Deeds changes a lot of the Forged in the Dark terminology and playtesting revealed that these changes can be more of a hindrance than a help for some folks. We also found that it was a little jarring for the Innkeeper to ask Errants if they wanted to embellish on the action they just declared before they even rolled. So we spread the old Embellishment effects around the Teamwork actions, then renamed Providence as "Embellishment." Now, you don't need to embellish on your actions until after you see what truths the Liar's Dice reveal, which feels more natural.
- Goodwill, Notoriety, and Snags
- tl;dr, these rules were a very rough draft. They've been revised for the sake of quality.
- In the drafts so far, these three mechanics are the closest to faction-level and/or campaign-level play that you're going to find. Faction and campaign mechanics are still in need of playtesting so these mechanics weren't much more than some rough ideas. Version 0.6 refines the mechanic quite a bit! You can start to see the shape of campaign play here: move into a new District, learn the plights of the people and work to fix them, gradually earn the people's goodwill, and then stake a Claim in the District to gain Crew-style special abilities. In tandem, news of your Deeds spreads around the realm and increases your Notoriety (which could be positive or negative). Once you reach a certain level of notoriety, everyone in your Fellowship can advance to the next Rank (which is a catch-all term for Tier, quality, scale, etc. from the Forged in the Dark framework). There were also some minor adjustments to Snags to correct mechanical errors.
- New One-Shot Deed:
- tl;dr is all you get for this one! Version 0.6 includes a new Deed, "A Proper Thicket," that shows players what it's like to strike a bargain with an elf. It can be used as a standalone one-shot or as a starting situation for a campaign. Be careful out in those elven wilds!
We're planning to update the playtest kit every 1-2 months until we're ready to take Errant Deeds to crowdfunding. Thanks for your support this far! Let us know if you play the game with your group, and keep an eye out for future updates!
Files
ErrantDeeds_v0_6.pdf 8.9 MB
ErrantDeeds_v0_6_PrintFriendly.pdf 8.9 MB
Errant Deeds (Plain Text) 1.3 MB