To Be Resolved

Holding Myself Accountable for Next Steps

Let’s Recap. In the last few posts we have worked through some core rules.

  1. 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
  2. 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
  3. 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
  4. 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.