I'm trying (not well) to give feedback to everyone in the competition! I've been stoked to get into yours so let's get into it!
1. I love the premise. It's very anime which is great!
2. The wording in the Resolve section could be clearer. Read it a few times and still not sure in regards to the setting it to a "relevant Aspect". I think it means that a character might be able to have more Resolve than another based on the Game Setting / Style? Not sure.
3. I wasn't immediately sure why we were using ranks for the dice... but then figured out it was the advancement system. Cool, I dig it. Is in theory, one could do multiple sessions of this? I'm just curious if that is what you intended?
4. Mechanically, I like it. And I see by starting with higher dice values and sometimes getting Major Setbacks, the probability of success would decrease across a session.
5. The Effect and Ranking Down the die is super cool! I like the risk / reward there.
6. Telling the GM to go beyond what they have ran before is GREAT! Excellent.
7. Bravo for including a NPC creator! You should be very proud of that. The balance in there is great.
8. A.. (I bet you know where I'm going with this)... Little confused why the A's are missing on the character sheet. Not in love with that because I couldn't see a reason why.
9. I wish there was a goal section! Like something all the characters need to do before they can go on their separate ways. We get a little bit of that in the Game Style. But you've done a great job with it and I think my desire springs from wanting to see more.
Overall, excellent job! I could see running this with just about anyone and fun being had all around. I honestly just wanted more... so kudos on that!
The dice ranks could have just been rolled into the Aspect rules (roll dN for Aspect rank 1, etc) but I think separating them makes it cleaner for other rules to interact with them, such as ranking up and down, position/effect, and, as you mentioned, advancement. The ranking down on a mixed success or failure can create a positive feedback where you're continually ranked down, but that's mitigated by a) GMs having other options beside ranking down and b) you can rank up to counteract it through smart play and roleplaying. You can also get around it to some degree by leaning into your higher ranked Aspects. Both the latter two points mean that failure leads you to play into your concept more, which is the design intent.
You're absolutely right about the Resolve/Aspect wording. It was tricky because it has to be purposefully vague, and it references rules you haven't been given yet. I added the "see Dice Ranks" parenthesis to indicate you'll probably have to come back to this rule, but it is something I'd like to be clearer.
I'm not sure what you mean about As being missing from the character sheet though?
Comments
I particularly enjoyed the game setting/style table.
Hello James Lennox-Gordon!
I'm trying (not well) to give feedback to everyone in the competition! I've been stoked to get into yours so let's get into it!
1. I love the premise. It's very anime which is great!
2. The wording in the Resolve section could be clearer. Read it a few times and still not sure in regards to the setting it to a "relevant Aspect". I think it means that a character might be able to have more Resolve than another based on the Game Setting / Style? Not sure.
3. I wasn't immediately sure why we were using ranks for the dice... but then figured out it was the advancement system. Cool, I dig it. Is in theory, one could do multiple sessions of this? I'm just curious if that is what you intended?
4. Mechanically, I like it. And I see by starting with higher dice values and sometimes getting Major Setbacks, the probability of success would decrease across a session.
5. The Effect and Ranking Down the die is super cool! I like the risk / reward there.
6. Telling the GM to go beyond what they have ran before is GREAT! Excellent.
7. Bravo for including a NPC creator! You should be very proud of that. The balance in there is great.
8. A.. (I bet you know where I'm going with this)... Little confused why the A's are missing on the character sheet. Not in love with that because I couldn't see a reason why.
9. I wish there was a goal section! Like something all the characters need to do before they can go on their separate ways. We get a little bit of that in the Game Style. But you've done a great job with it and I think my desire springs from wanting to see more.
Overall, excellent job! I could see running this with just about anyone and fun being had all around. I honestly just wanted more... so kudos on that!
Hey thanks for the feedback.
The dice ranks could have just been rolled into the Aspect rules (roll dN for Aspect rank 1, etc) but I think separating them makes it cleaner for other rules to interact with them, such as ranking up and down, position/effect, and, as you mentioned, advancement. The ranking down on a mixed success or failure can create a positive feedback where you're continually ranked down, but that's mitigated by a) GMs having other options beside ranking down and b) you can rank up to counteract it through smart play and roleplaying. You can also get around it to some degree by leaning into your higher ranked Aspects. Both the latter two points mean that failure leads you to play into your concept more, which is the design intent.
You're absolutely right about the Resolve/Aspect wording. It was tricky because it has to be purposefully vague, and it references rules you haven't been given yet. I added the "see Dice Ranks" parenthesis to indicate you'll probably have to come back to this rule, but it is something I'd like to be clearer.
I'm not sure what you mean about As being missing from the character sheet though?
Copy! Both those makes sense!
On the character sheet, all of the "A"s are dashes. So Name reads N-me. -Spects instead of Aspects. M-x instead of Max.
Thats really weird. It looks fine in the version I downloaded 🤔 Maybe it's the slanted font?