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Charge RPG

The Free, Open and Generic Role-Playing Game to Power Your Storytelling · By Fari RPGs (René-Pier Deshaies)

Extra: IronMonger Extra (Discontinued)

A topic by Othy created Dec 05, 2021 Views: 175 Replies: 1
Viewing posts 1 to 2
(1 edit)

When RP asked for alternative way of progression, I already had in mind an adaptation of Ironsworn's vows and assets. Talking about my idea help me ut it on paper.

Feel free to send me your feedback!



# IronMonger Extra | Extras

**IronMonger Extra is an attempt to bring some interesting ideas to switch from Chargee's talents and progression to [Ironsworn](https://ironswornrpg.com)'s assets and vows | by othelarian**

## My words, my Goals

TODO : what is a goal?

TODO : how to use it?

A `goal` is a something a character want to accomplish, like a mission or a quest. When defining a `goal` a player has to think about two things:

- A `goal`'s name

- a `goal`'s difficulty

The name must be self explaining enough for everyone.

The difficulty can be **easy**, **medium** or **hard**.

A `goal` has an associated clock with 8 segments (see option for more ideas on that point).  When a character makes some progress toward one of its `goal` it's time to tick segments, depending on the `goal`'s difficulty:

| Difficulty | Number of segment ticked |

| ---------- | ------------------------ |

| Easy       | 3                        |

| Medium     | 2                        |

| Hard       | 1                        |

When the `goal`'s clock is full, the character reached it and gain the corresponding amount of XP.

| Difficulty | Number of XP gained |

| ---------- | ------------------- |

| Easy       | 1                   |

| Medium     | 2                   |

| Hard       | 3                   |

Now it's time to buy some assets.

## for a couple of assets

`Assets` in Ironsworn are like a card with 3 entries. To make this fits into Charge, let define `asset`'s core elements:

- A **theme**, like an armor, a weapon, a strange skill, or a pet

- **3 associated talents**

The `asset`'s talents must be linked to the **theme**.

A character can acquire an `asset` by spending 5 XP. This first purchase come with only **one** of the 3 **talents** available. The two other **talents** must be bought by spending 3 more XP each. 

## More options for the extra

### It can be a long way...

Sometimes the players want to gained XP, and sometimes the pace is slower. It's possible to dial `goal`'s clock up or down to achieve this. It can also represent a way to fix long term `goals` or immediate reward.

| Pace    | Number of segments |

| ------- | ------------------ |

| Fastest | 4                  |

| Faster  | 6                  |

| Slower  | 10                 |

| Slowest | 12                 |

### It's never enough!

Like in Ironsworn, why don't roll to see if the `goal` is a success, or not?

To do that, consider rolling an Action Roll using the `goal`'s clock to determine how many dice to roll.

| Clock's status             | What to roll           |

| -------------------------- | ---------------------- |

| Less than 1/4 of the clock | No roll, it's too soon |

| Between 1/4 and 1/2        | Like having **0** dot  |

| Between 1/2 and 3/4        | 1 dot                  |

| More than 3/4              | 2 dot                  |

| Full clock                 | 3 dot                  |

Rolling for the `goal` also means it's possible to have a partial success. If that's the case, then reduce the XP gained by one (yes, it means **easy** can result to 0 XP).

Note: it's better to change the number of segment to "slowest", to avoid one-action goal.

Developer

amazing! Thanks for this!

Here are a couple of my thoughts :

- Where does the name you chose come from?

- Perhaps it could be interesting to talk about when a goal should be defined. At character creation? During the game? And how many goals should characters have? I think the extra should answer those questions 

- I think it's ok to credit iron sworn in the credits or the description, but for the rest of the extra I think you should define the extra as if someone had no idea what iron sworn is. What do you think?

- Going  back to "when is a goal clock ticked". Like people mentioned in discord, the average campaign is 6 sessions long. Do you think this would fork for short campaign likes this or is it more for longer campaigns to add another level of progress to the Talent system?

- Who should define the Talents on the asset? Is it something the GM should do when organizing a campaign? Or is it something players do at character creation? Or is it something a game designer does when making a Powered by Charge game? I think the text should answer this question and provided guidance about how do to this.

- when those questions are answered, I think the extra would benefit from one or two examples