This is really interesting! I can imagine a lot of cool situations using this system and its limitations on your agency that would never have any mechanical backing in other scifi TTRPGs. I admit I feel like a lot of possible actions players could take will have a touch of ambiguity using just Bend, Crush, and Slip, leading to players being able to justify taking their Function and Vestige operations the vast majority of the time, but I look forward to trying this out with my friends.
One thing I would definitely want from this system is an implementation of some kind of "species" choice for players (as it would be called in other TTRPGs) where it goes into the various different model types that Syncotec utilizes (each with a model name, physical appearance, and reputation in the setting). If nothing else, getting some physical descriptions for what kinds of synthetics Syncotec makes would be a great basis for players to start with when describing their character (I'm still a little unsure whether the player characters are gonna be from Wall-E or Detroit: Become Human in terms of asthetics), and then having 1-2 "Suggested Function" recommendations, where it provides an example Function operation, the starting prototype, and even the directive. It wouldn't be required to pick this function and prototype if you use the model, but it would be a good base to have for players who want to get into the game fast or for players looking for guidance.
Then, on top of that, you could even add in a "model trait" system similar to other TTRPGs, where each different model type lends itself to being better at certain actions, regardless of the player's other choices. This could be something as simple as each model having a built-in common gear at the start of the game that lends itself to the "typical" function of the model type, such as a war machine robot having a built-in submachine gun at the start of the game (a by-product of which being that it would be very easy to create your own custom model types outside of the official ones of the system using the regular gear aquisition rules to generate a built-in gear piece during character creation), but I could also see unique features being incorporated instead, potentially ones with both upsides and downsides, that would help make players further stand out from each other during gameplay. This would technically make characters stronger at character creation, but I think having an additional option to pick would go a long way from making characters with similar functions and prototypes still feel distinct from each other at the start of the game.
Ultimately, I'm exciting to try this system out and hope you continue iterating on it in the future.
Kingslayer059
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You're a little girl lost in a dark forest with monsters abound. Made for the 2024 Joint Game Jam.
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