Holding Myself Accountable for Next Steps
Let’s Recap. In the last few posts we have worked through some core rules.
- We have covered the basic theory of the exploration pillar: a dedicated frame of play to describe overland or close-quarters travel using a Blackjack-inspired hazard management system
- We have covered the basic theory of how stats (suits) map to modes of problem solving, and how those stats are a spendable resource to facilitate other actions in the exploration and combat frames
- We have drafted a set of rules for combat that uses our basic poker principles to flesh out a basis set of actions that can be taken by any humanoid character in a fight. My mental model for this combat system is zone-based, like His Majesty the Worm but we can revisit this during play
- We have drafted character creation rules. Past Life gives players a customizable background, a few talents to choose from, and a legacy to work toward. Creditor gives players a supernatural patron with a set of ulterior motives. Special Interests provide players with an additional wrinkle and unique item. The capstone of character creation is the group connection to Granny, a unique NPC who serves as the connective tissue for the party and acts as a combination of a home base and a rumor mill. I had some productive conversations with folks after our discussion of “Stickiness” and I am still noodling on whether Granny creation comes before or after individual character creation and whether we want granny connections based on Past Life or Creditor. Hell, even special interest!
I think this gives us enough information to write a test adventure and a test packet. Last year I drafted an OGOA adventure about a youth pastor conference gone awry in central West Virginia, which feels like a decent premise for our system and an excuse to rewrite that adventure with some better node-based design. While I work that, I also need to put together a more legible draft of the basic rules as a reference and communication tool and capture the assumptions about what a “Level 0”, or “Level 1” character with no gear is capable of.
The structure of progression is on the backburner for now. I think I know the general shape I want for it, but I’m not sure how I want to mechanically implement it just yet. I think it would be nice to do a similar advancement paradigm to The Electrum Archives. At the end of the session, the party answers a handful of questions about the session, and the answers are used to award advancement points. It’s quick, easy, and rewards players for playing to the objectives of the game. I am holding to the premise that characters can choose to advance on a Past Lives track or on a Creditor track, but I still need to design that - part of designing it will be getting a better feeling for how effective PCs are with our Level 1 assumptions.