Stormlight rpg

So, the Words of Radiance Backerkit has now passed $20 million from 75 thousand backers, with a week left to go. Should pass that Smartwatch campaign soon, leaving only Brandon Sanderson's last Kickstarter as a larger ceowdfuniding campaign from the main platforms.
 

log in or register to remove this ad

Alright, final day of the BackerKit for Words of Radiance now, with $22 million pledged by 91 thousand backers to become the second biggest crowdfunder in hiatory...after Brandon Sanderson's Las outing. Atill nearly 50 thousand people following the campaign who haven't pledged yet, so it could swing high by the end here.

So, again, following on these record setting numbers, the Stormlight RPG campaign this late Summer should be interesting.
 

So, again, following on these record setting numbers, the Stormlight RPG campaign this late Summer should be interesting.
sounds like it won’t need my help ;)

Given your description of the magic system, I am curious what it will look like in the TTRPG

Sanderson's signature across the board is "Hard Magic": he makes systematic magical rules that apply logically, consistently and with interesting implications that tend to delight ad they unfold. High-end magic users basically are scientists or havkers who figure out how the physics of magic work, and then get to use them in absurd action setpieces that have solid internal logic. Should work well for a TTRPG.

I fear it will be a lot more open (describe your spell effects) than establishing systematic rules however, would be more interested in the latter
 

sounds like it won’t need my help ;)

Given your description of the magic system, I am curious what it will look like in the TTRPG



I fear it will be a lot more open (describe your spell effects) than establishing systematic rules however, would be more interested in the latter
Apparently, it will be a Skill check style system, so a bit more improv focused for sure.
 

So, we got a bit of an explanation of the core mechanics from one of the designers. Seems to be primarily a d20 D&D style, but with a d6 "Plot Die" similar to the weird dice from Edge of the Empire (a lot of FFG vets on the design team, I believe):

 
Last edited:

Some info on the action economy:

GSjQjmbbIAQGcKp.jpeg


<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Hey, let&#39;s take a closer look at Actions in the <a href="x.com">#StormlightRPG</a>!<br><br>Game design is all about giving players meaningful choices, and I think the team did a great job bringing that philosophy to combat.<br><br>Your choices, like &quot;fast or slow&quot; and &quot;use Aid or Dodge,&quot; are really impactful! <a href="x.com">pic.twitter.com/u1nXfLB1D4</a></p>&mdash; Johnny O&#39;Neal (@johnny0neal) <a href="">July 15, 2024</a></blockquote> <script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
 


Some info on the action economy:

View attachment 373005

<blockquote class="twitter-tweet"><p lang="en" dir="ltr">Hey, let&#39;s take a closer look at Actions in the <a href="x.com">#StormlightRPG</a>!<br><br>Game design is all about giving players meaningful choices, and I think the team did a great job bringing that philosophy to combat.<br><br>Your choices, like &quot;fast or slow&quot; and &quot;use Aid or Dodge,&quot; are really impactful! <a href="x.com">pic.twitter.com/u1nXfLB1D4</a></p>&mdash; Johnny O&#39;Neal (@johnny0neal) <a href="">July 15, 2024</a></blockquote> <script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script>
Slightly confused by the way the Actions are set out. It looks like if you take a fast turn you get 2 actions, and if you take a slow turn you get 3 actions from the >> and >>>, and that most things cost one action >, but second wind, shove, ready and grapple cost two actions >>.

But adding to the confusion, Move specifies it can be used multiple times per turn, but no other actions do, so is that the only one? It seems if so combat might get pretty formulaic, with fast turns and Strike then Brace being the norm (as Gain Advantage seems to skill-related, not attack-related), once people have closed. Be interesting to see how they balance that, if they do.
 

Slightly confused by the way the Actions are set out. It looks like if you take a fast turn you get 2 actions, and if you take a slow turn you get 3 actions from the >> and >>>, and that most things cost one action >, but second wind, shove, ready and grapple cost two actions >>.

But adding to the confusion, Move specifies it can be used multiple times per turn, but no other actions do, so is that the only one? It seems if so combat might get pretty formulaic, with fast turns and Strike then Brace being the norm (as Gain Advantage seems to skill-related, not attack-related), once people have closed. Be interesting to see how they balance that, if they do.
Yeah, he says in the video only Moce can be taken multiple times in a turn.

Time will tell how it works in practice, they have been testing it out at tables for 2 years now, apparently.
 

Yeah, he says in the video only Moce can be taken multiple times in a turn.

Time will tell how it works in practice, they have been testing it out at tables for 2 years now, apparently.
Yeah and it's not like, super-challenging. Also I was terrified to hear ex-FFG designers, but if they've managed to limit themselves to one "funky die" being involved with the game, which can easily be translated to a d6, we may be okay.

(I do think it's dumb the GM chooses which of the three options for a complication - there's no real benefit to that - all it does is make the DM need to do more work, and make things feel more adversarial - particularly "put disadvantage on an another PC not the guy who fouled up the roll" thing is uh, not great. It would be much more interesting to have this choice in player hands - loads of RPGs do it that way, too, so we know it works well.)
 

Remove ads

Top