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<blockquote data-quote="Haiku Elvis" data-source="post: 8642571" data-attributes="member: 7032874"><p>It's not the simplest rules and it is definitely not the full ruleset and still needs some proof reading but it's a playtest so that is just an observation not a criticism. Reading it fresh the thing I didn't notice before is its DNA is strongly Blades in the Dark.</p><p>Its a dice pool game where the player leverages tags (called traits) to build a pool. These can be skills, origin, ship or even memory (backstory based).</p><p>Unlike PbtA or Blades it's not the highest number that signifies full success, partial success or failure, its the number of 4+ successes rolled.</p><p>The USP here is as the session moves through it's four stages or tabs, increasingly more dice are switched out for Negative dice that have consequences attached. So by the finale its almost certain success with consequences will be the best result available. </p><p> It's here it gets a bit squiffy as the rules are not exactly clearly written and it feels a couple of key points are missing.</p><p>Basically the player chooses how many dice to keep after the roll with the idea being if the player includes say one success from a Negative dice the GM could match that by taking another consequence die (1-3 on a negative die) if there is one and use it to max out the negative side of the result.</p><p>In the Narrative Authority section (very Blades in the Dark) it says the GM can spend consequences to complicate the scene but there is no info in what one consequence would equal or two or three.</p><p>Also in the gamble section. which has definite errors, (it refers to a doge at one point instead of gamble and doesn't actually specify what to roll this is only specified on the chart) it mentions 'if' the negative dice result is a consequence. But as written a negative die roll always has a consequence. Either success with consequence on 4+ or consequence only on 1-3. I suspect at one point a 4+ was just a success even on the negative die and although that was changed it wasn't updated evenly. Some points only refer to consequences coming when the GM takes a negative die, not when a player takes a negative die themselves. </p><p></p><p>The main outcomes of a test seem to be:</p><p></p><p>1) Enough success to match the difficulty using only positive dice. Success no complication.</p><p></p><p>2) Enough success to match the difficulty using only positive dice. Player chooses to take a negative die success to overachieve (not sure how that works) but this has a complication attached. Additionally now the GM can take a negative die themselves (if any are left) upping the consequence level.</p><p></p><p>3) Some successes but not enough using only positive dice - Player chooses not to add a negative die success to the total. Player succeeds partially but no bad side effects. (this is assumed. It says the player can choose less successes to avoid complcations but doesn't say what the outcome is like. Maybe it avoids complications but fails allowing an alternative test)</p><p></p><p>4) Some successes but not enough using only positive dice - Player chooses to take a negative die success to get a full success. = test succeeds but there is now a consequence attached from the negative die, plus the GM can also take an equal number of negative dice left on the table i.e. More consequences. (as said before the consequence economy isn't explored so this may be very risky or a no brainer)</p><p></p><p>5) no successes. Test fails but possibly without consequences and just doesn't work. (this isn't really discussed as in example 3 it only says players can choose to leave successes on the table to avoid consequences)</p><p></p><p>There is an additional meta currency called rhythm points that can be used to auto succeed or help another player by adding dice. This (help) feature starts expensive then gets cheaper to encourage players to go their own way at the start then come together as the story progresses.</p><p></p><p>Rules for tests below if you wish to parse them yourselves.</p><p></p><p>[ATTACH=full]248834[/ATTACH]</p><p>[ATTACH=full]248835[/ATTACH]</p><p></p><p>Finally narrative authority chart notice the GM asks players to fill in story details and players can suggest consequences to GM. This ain't your daddy's trad RPG.</p><p>[ATTACH=full]248836[/ATTACH]</p></blockquote><p></p>
[QUOTE="Haiku Elvis, post: 8642571, member: 7032874"] It's not the simplest rules and it is definitely not the full ruleset and still needs some proof reading but it's a playtest so that is just an observation not a criticism. Reading it fresh the thing I didn't notice before is its DNA is strongly Blades in the Dark. Its a dice pool game where the player leverages tags (called traits) to build a pool. These can be skills, origin, ship or even memory (backstory based). Unlike PbtA or Blades it's not the highest number that signifies full success, partial success or failure, its the number of 4+ successes rolled. The USP here is as the session moves through it's four stages or tabs, increasingly more dice are switched out for Negative dice that have consequences attached. So by the finale its almost certain success with consequences will be the best result available. It's here it gets a bit squiffy as the rules are not exactly clearly written and it feels a couple of key points are missing. Basically the player chooses how many dice to keep after the roll with the idea being if the player includes say one success from a Negative dice the GM could match that by taking another consequence die (1-3 on a negative die) if there is one and use it to max out the negative side of the result. In the Narrative Authority section (very Blades in the Dark) it says the GM can spend consequences to complicate the scene but there is no info in what one consequence would equal or two or three. Also in the gamble section. which has definite errors, (it refers to a doge at one point instead of gamble and doesn't actually specify what to roll this is only specified on the chart) it mentions 'if' the negative dice result is a consequence. But as written a negative die roll always has a consequence. Either success with consequence on 4+ or consequence only on 1-3. I suspect at one point a 4+ was just a success even on the negative die and although that was changed it wasn't updated evenly. Some points only refer to consequences coming when the GM takes a negative die, not when a player takes a negative die themselves. The main outcomes of a test seem to be: 1) Enough success to match the difficulty using only positive dice. Success no complication. 2) Enough success to match the difficulty using only positive dice. Player chooses to take a negative die success to overachieve (not sure how that works) but this has a complication attached. Additionally now the GM can take a negative die themselves (if any are left) upping the consequence level. 3) Some successes but not enough using only positive dice - Player chooses not to add a negative die success to the total. Player succeeds partially but no bad side effects. (this is assumed. It says the player can choose less successes to avoid complcations but doesn't say what the outcome is like. Maybe it avoids complications but fails allowing an alternative test) 4) Some successes but not enough using only positive dice - Player chooses to take a negative die success to get a full success. = test succeeds but there is now a consequence attached from the negative die, plus the GM can also take an equal number of negative dice left on the table i.e. More consequences. (as said before the consequence economy isn't explored so this may be very risky or a no brainer) 5) no successes. Test fails but possibly without consequences and just doesn't work. (this isn't really discussed as in example 3 it only says players can choose to leave successes on the table to avoid consequences) There is an additional meta currency called rhythm points that can be used to auto succeed or help another player by adding dice. This (help) feature starts expensive then gets cheaper to encourage players to go their own way at the start then come together as the story progresses. Rules for tests below if you wish to parse them yourselves. [ATTACH type="full" alt="Screenshot_20220522_232252.jpg"]248834[/ATTACH] [ATTACH type="full" alt="Screenshot_20220522_232749.jpg"]248835[/ATTACH] Finally narrative authority chart notice the GM asks players to fill in story details and players can suggest consequences to GM. This ain't your daddy's trad RPG. [ATTACH type="full" alt="Screenshot_20220522_232729.jpg"]248836[/ATTACH] [/QUOTE]
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