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Sonof0neEye

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A member registered Feb 28, 2020 · View creator page →

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I am not sure I follow the logic here:

The first roll with 1 Bane is a 50% chance of failure and generating just a Bane result, provided you take your best Prep action. 60% if you did something suboptimal.

From there, the Next result is 65% likely to end in failure. 

So we spent a 2-hour part of the game worldbuilding and describing our homes, for literally nothing to work, and a fight that, at the very least, the majority of us cannot win.

It feels like a foregone conclusion.

Hey, we are playing a 4-player game, and we just did the Prep rolls for our Second Front, and honestly, it felt really bad. We are all going to be rolling mostly Bane dice. The Extra Bane you get for Front 2, seemed to suck out any chance we have, beyond someone rolling Triple 6's

Which led to me questioning our reading of the rules on a couple of things:

1. Should Prep Moves be building additional Structures, and therefore giving more bonus dice on Prep Moves, ie does Build and Outpost, build an Outpost?

2. Do you only get 1 Reward per Front?

Thanks for posting :)

I am currently working on running a game event in person at the end of March, but after that, I intend to have a look at Crews and I would love to see any work you have done re: a Map. My current thought is to make a Zaunite Crew and Piltie Crew, and then make a Faction list for Faction play

You are 100% correct about the Hex Core - I did consider calling them Hex Gems, but it didn't roll off the tongue as easily - and it fails to capture the essence of the Refined Hex Gems - which are what is required for successful Hex Tech in the show. And Refined Hex Gems is even more of a mouthful. I decided Hex Core is a simple enough term people will know I what I mean.

So my thinking for the HexTech dice is that they are rolled in addition to a regular Skill. So if a player has 2 dice in Wreck, they are getting a free 3rd dice from their gauntlets, and if they push themselves or get assistance they start to get into 4 or 5 dice very quickly - which in Blades terms becomes quite powerful. My thinking was that the Hex Tech device either works perfectly (ie a 6: Full Success), or it is used as part of your standard roll (so a 4/5 on the normal action dice). The idea of the Consequences on a 1 is that your Hex Dice can always go wrong - even if you roll a 6: Full Success on your Action Dice. I was trying to capture the fact that Hex Tech is sometimes too powerful a force to contain.

I allocated partial success to Shimmer effects because I believe the essence of Shimmer naturally allows for relentless progress, albeit at a toll on your body—manifested here as Stress. Compared to Hex Tech, Shimmer leaves a more lasting effect on the player character but also tends to yield results in a more unpredictable manner.

I can't say for certain your suggestion is a good or bad idea. My instinct is it might trigger too many HexTech consequences, which could make Hex Tech undesirable for risk-averse players. But if you make some changes, I wish you luckm, and I would love to hear about them :)

I have only had a chance to run a few small sessions, though I am taking it to a Convention in April, so I should have a bit more intense playtesting there.

If you are interested in the Generalissimo is Dead - I recorded an episode of The Great Game Podcast about the game - ahead of them running it in March!

https://podcasters.spotify.com/pod/show/thegreatgame/episodes/Episode-26---The-G...