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<blockquote data-quote="MintRabbit" data-source="post: 9355753" data-attributes="member: 7044790"><p>You've got the right link!</p><p></p><p>So overall, Moth-Light is speculative science fiction, so it establishes a few truths; namely that the protagonists are on an alien planet populated by gigantic, predatory creatures called Moths. However, when you sit down for your Session 0, you choose one of the four Pacts. (Promise, Scavengers, Slayers, Jammers.)</p><p></p><p>Each Pact comes with a series of prompts that lead you to describe the setting and the goals of your characters. For example, the Promise Pact is designed for telling stories about five clans working together to find hope just as their need grows the greatest. The Slayers pact, however, is more focused on using advanced weaponry to fight the gigantic predators. I'd compare the Promise to Nausicäa or Horizon Zero Dawn, while I'd compare the Slayers to Pacific Rim or Neon Genesis Evangelion.</p><p></p><p>The Pacts also tweak the mechanics a little bit. A Promise character has action ratings like Dabble, Hunt, and Relate. A Slayers character has action ratings like Volley, Rise, and Command. The Promise tracks the campaign over a longer period of time, tracking the seasons and marking special events. Meanwhile, Slayers have access to AUGER, a special weapon, and therefore have a custom moved called <strong>Pilot</strong>, which gives the players access to a special Action Verb and also allows the players to team up against major threats.</p><p></p><p>The other two pacts are Scavengers, which is great for gritty, post-apocalyptic survival stories, and Jammers, which is meant to emulate a sports anime. What I think Dissonance is doing is giving us a setting and asking us how we want to play in it (which I think its really interesting because what I'm doing for my own game is giving people a story and asking them where/when they want to set it.)</p></blockquote><p></p>
[QUOTE="MintRabbit, post: 9355753, member: 7044790"] You've got the right link! So overall, Moth-Light is speculative science fiction, so it establishes a few truths; namely that the protagonists are on an alien planet populated by gigantic, predatory creatures called Moths. However, when you sit down for your Session 0, you choose one of the four Pacts. (Promise, Scavengers, Slayers, Jammers.) Each Pact comes with a series of prompts that lead you to describe the setting and the goals of your characters. For example, the Promise Pact is designed for telling stories about five clans working together to find hope just as their need grows the greatest. The Slayers pact, however, is more focused on using advanced weaponry to fight the gigantic predators. I'd compare the Promise to Nausicäa or Horizon Zero Dawn, while I'd compare the Slayers to Pacific Rim or Neon Genesis Evangelion. The Pacts also tweak the mechanics a little bit. A Promise character has action ratings like Dabble, Hunt, and Relate. A Slayers character has action ratings like Volley, Rise, and Command. The Promise tracks the campaign over a longer period of time, tracking the seasons and marking special events. Meanwhile, Slayers have access to AUGER, a special weapon, and therefore have a custom moved called [B]Pilot[/B], which gives the players access to a special Action Verb and also allows the players to team up against major threats. The other two pacts are Scavengers, which is great for gritty, post-apocalyptic survival stories, and Jammers, which is meant to emulate a sports anime. What I think Dissonance is doing is giving us a setting and asking us how we want to play in it (which I think its really interesting because what I'm doing for my own game is giving people a story and asking them where/when they want to set it.) [/QUOTE]
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