yes, you will still get access to Reignited for free!
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I definitely tried to make it so that you could play 2-3 sessions and have a pretty solid game in a short time, if only because I wanted to make it accessible to people who don't have the time for long campaigns, but I totally dreamed about people having long campaigns with Stand Up!! I'm really glad you're inspired to try! It's not against the main concept at all—Persona games are hundreds of hours long after all lol. I hope it goes well!
From the Dream Askew/Dream Apart book (the games that the belonging outside belonging system are based on): "Making a move means taking the prompt and running with it, letting it guide what you say next and how you play your character. The move might point toward an outcome, but know that what happens next may still surprise you."
Because this is a diceless game, moves are used entirely through roleplay. There is nothing preventing a Fool character from using the "Make an opponent surrender" move as many times as they want—I wanted Mask Moves to feel a bit overpowered, since it adds to the sense of strength players should have when in The Reversal. But the move isn't just something you say "I use this move" and move on; they are prompts to help you shape the story. How do you make the opponent surrender? How does that help you? What does that opponent do in response? Do they give you information or do they run away?
Moves can be used however you interpret them, too. A Lovers character could use the "Put up an impenetrable shield" move to trap an opponent instead of protect an ally or an Emperor character could use "Wake someone to the bigger picture" to make an opponent realize that fighting the party is useless. It's all based in roleplay, so what's important really is using the moves to craft a story that feels good to be playing.
Beyond that, the most important thing about Mask Moves is that your characters can only use them in The Reversal. The magical power of a Mask can't be used in reality; there, your characters are just normal people. So a Chariot character can't just "KO an enemy" if they get into a fight in the street, for example.
I hope this helps! I know roleplay-only/diceless systems can seem a bit daunting at first to players who are used to rolling dice, but it's sometimes easier to think of it as everyone collaborating together to play out a story. Any failure or success is something you choose to happen in order to tell a more interesting story, rather than something that happens to you as a result of something out of your control, like a poor dice roll.
If this only introduced more questions, let me know and I'll do my best to clarify!
Thanks for commenting!
There are no plans to add traditional dice combat to Stand Up. The belonging outside belonging system and Stand up don't use dice at all, so everything is resolved through roleplay and collaborative storytelling.
However, that doesn't mean you can't be in combat! I tried to make your Mask Moves, the things you can use in the Reversal (the "metaverse"), empowering in situations where you feel like fighting is the answer.
You can play the game without getting into a fight at all or get into lots of fights, in and out of the the Reversal. It all depends on what you and your group feels right for your story. Fundamentally, though, adding a combat system is antithetical to the core system of the game, so it will never be added.
As for the GM-less aspect, I'm currently working on an update that will give new players to GM-less tabletop games some more help starting out, especially if you're used to games like D&D. I'm not sure when it will come out, but keep an eye out if that's something you think would help you play.
I hope this answered your question in a helpful way!
Putting my games on Tabletop Sim is a more long-term goal for me, so it probably won't happen anytime in the future, unfortunately. However, I'm 100% fine if you or anyone wanted to mod my games into Tabletop Sim for personal use.
I hope that answered your question and I'm glad you enjoyed! :D
Thank you so much!
I really wanted to have a Justice playbook when I was making this game but I also wanted to focus more on the S. Links that are usually party members for the initial release, so I decided not to add it.
However, I still love the idea of more playbooks, specifically Justice and maybe Fortune or Hermit, so I might build those for a potential update sometime in the future. Keep an eye on this page 👀 for future new content.
I don't have any plans for a pre-made adventure at the moment but your interest has definitely inspired me to try making one! I'm not sure when I will get the chance to write one out and release it, but keep an eye out on this page! And thanks so much for the comment I really appreciate it :)