Thank you so much! I hope they love it!
jackrosetree
Creator of
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That's awesome! Thank you for sharing the extra Ryle design bits. Ryle's power level is rather low for what most people want out of a final climax... especially now that people know how to dish out damage better than they did when I designed this adventure nearly 10 years ago. =)
If you have a pic of your Ryle, please share it!
This post is subject to change.
- Artillery: Like piece cannot capture like pieces and so cannot threaten each other. A knight does not threaten a knight.
- Ascension: You still win if you control two sectors, even if your opponent controls the other two sectors.
- Breakthrough: You may decide the order in which the pieces move. The intent is that you and your opponent's pieces both move the same number of spaces.
- Bribe: Draw from the top of the deck. There is no hand limit.
- Calibrate: Should be clear enough. One of the few ways to move backwards.
- Cheat: Moving the 7's token is not optional.
- Compromise: Ignore the tiebreaker for this resolution. Hard mode: Don't ignore the tiebreaker for this resolution.
- Damnation: You may lose the game even if you are winning in two sectors and thereby technically tied for overall control.
- Decoy: This is the only action that says 'any' and thereby allows a player to move their opponent's pieces.
- Development: You may choose one of your opponent's dice to reroll.
- Diversify: If any of your resources are maxed out, you may not take this action.
- Espionage: Specifically, is a movement arrow on the racetrack pointed at the space the opponent's piece is currently in?
- Execute: Orthogonal and diagonal movment are allowed.
- Fix: Use any one of the first action spaces on the main action zones.
- Flip Flop: Discard first, then draw.
- Grass Roots: The one added to Congress and the one discarded must both be from the two just drawn.
- Hob Nob: Nothing to add.
- Hostile Takeover: You may gain 1 in four different resources, 4 in one, or any combination of 2 and 2 or 3 and 1.
- Investment: You cannot double something if the result would exceed the resource maximum.
- Lawless: You are not required to ignore placement restrictions. If you choose to ignore placement restrictions, you must place within warfare, politics, economics, or science. If you choose not to ignore placement restrictions in order to play into corruption or divinity, you must follow all placement restrictions normally.
- March: move only you own unit and only according to that unit's type.
- Muster: Nothing to add.
- Onslaught: Most perform two captures or this action cannot be taken.
- Opposition Research: You may take as much time as you need to memorize them. Once the game continues, they return to being hidden and you may not look at them again without taking another opposition research action.
- Research: Movement is always forward unless the action specifies otherwise.
- Rush Job: This action cannot be taken if the round marker is already on the 4.
- Sabotage: An opponent at zero shield can still lose zero shields, so this action is still available.
- Safety Protocols: The arrows are the paths. Do not take them when using this action.
- Shakedown: Both players reroll all currently unused dice. This action can still be taken if players have no remaining unused dice.
- Sponsorship: You may not choose fame as the something else.
- Spotlight: Moving the tiebreaker is not optional.
- Suppression: As a result of this, player hands may be less than 5 cards. When necessary, assess control based on the cards you have available.
- Trading: Equal resource total may be swapped, having no meaningful effect.
The following is copied from the document's development roadmap. It is very subject to change.
- An Actual Character Sheet
- Magik, Spells, & Charms
- Holidays
- Downtime (Investments & major character advancement)
- Advanced Character Options
- Magic items
- Advanced talents
- Buying and Selling Stuff (food, lodging, services, magic items)
- Dangers
- Fighting Enemies (NPCs, monsters, beasts)
- Fighting Things (objects, traps, poisons)
- Fighting the World (basic survival, weather, environmental obstacles,)
- Movement, Travel, and Time
- Pets and Mounts
- Miracles
- Storytelling and Pacing
- World-Building
The mechanics facilitate a great degree of tension and drama. Unique way of showing stress and exhaustion in the characters. As a GM, I would have difficulty keeping track of character secrets. Writing them down would help (and would make it easier to keep secret). Establishing relationships helps players create interesting dynamics right out of the gate.
Awesome and creative setting. Enjoyable to read. Very surreal... Fun to think about, but that works at your disadvantage when it comes to making an actionable system. Establishing a clear place, challenge, or goal to start from is difficult. It sounds like mostly metaphysical combat, but I have a body stat. Lean into the weirdness with a more intangible thought-exercise kind of system, or give something very specific for players to gear towards.
Interesting collaborative storytelling exercise. Lacks good pacing (when does it end?) or inspiration (where are we?) for players. A lot could read as a suggestion or a requirement. It's a bit unclear. Is the lonely mother simply an idea for a player or are these the 6 roles players must take? If so, connective setting and theme is unclear. Most of the story is up to the players to determine without useful details.
This reads like poetry. Love the concept. Simple, digestible, executable skill mechanics. Not really sure how to bridge the gap between what exactly the characters are (am I a human torchbearer or literally a street lamp) and what exactly they are meant to do. As GM, I would be unsure of how to construct a scene or challenge. "Paranoid Selfishness" is a beautiful touch.