Posted May 18, 2020 by Antonio California Games
Hello there! Star Wars Betrayal line has been paused a long time due to my other responsabilities and projects, but there we go: a brief summary of the core mechanics and design philosophy behind Star Wars Betrayal. I hope you find it useful for your sessions, as gamemasters and players.
If you've read the corebook, you'll find a new topic: the treat counter. It's a recent incorporation and it will be avalaible in the second suplement: Fog of war. Cover illustration by Marek Okon.
What you should expect to find in fog of war?
· A suplement focused in non-Force users characters. Just the rusty and lethal galaxy of the First Jedi Purge (but you can also move it to another Star Wars era).
· Ten new kinds: Rodiands, Iktochis, Gands, Sullustans, and a few more.
· Threat counter: In the line of some pbtAs (powered by the Apocalypse) roleplaying games, I've decided to introduce a threat counter that indicate a proggresive amount of complications. When the maximum score in a die roll is 1, 2 or 3 the threat counter advances in one portion. This works both with Force users and non-Force users. But non-Force users will no have a Dark Side score, they may be mad, depressed, violent or indiferent, but they cannot feel the wound in the Force that screams across the galaxy.
· Some adventure seeds explaining a potential scalation of the threat counter.