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Is The Expanse RPG becoming vaporware?
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<blockquote data-quote="MNblockhead" data-source="post: 7598323" data-attributes="member: 6796661"><p>It is based on the Adventure Game Engine (a/k/a AGE System). I was not familiar with AGE before playing the game but the mechanics are pretty easy to pick up. You roll three six-sided dice, two are the same color, the third is a different color and is the "drama" die. You are trying to meet a target number. Rolling high is better. You add the three dice together, your ability score, and if you are "focused" in that ability, you add 2 more. Some "tests" require focus to attempt them. If the degree of success is important, that the drama die tells you how well (or not) you succeeded (e.g., you succeed on your roll when doing a quick patch up job to your ship, but a drama die of 1 will mean that the repair may not even last the encounter, whereas a 6 makes it good as new). </p><p></p><p>When two of the dice come up with the same number, you get "stunt points" equal to the value of the drama die. You can spend these on a stunt (there are tables with various types of stunts and costs) but they have to be used on your turn. They disappear at the end of your turn. </p><p></p><p>All players get "fortune points", getting more as they level up. You can spend FPs to make a die the same value as the number of FPs you spend, with the drama die costing double the amount of FPs. You recover FPs during "interludes" (e.g. downtime). </p><p></p><p>Death is possible but there are many ways for the DM and players to help avoid it. </p><p></p><p>Basically when you take damage, you first subtract toughness (including from armor), then you can spend fortune to further reduce damage, if any damage remains you take injured, or if damage is high enough, wounded, and if any damage still remains the target is "taken out." That just means that they are taken out of the encounter and an appropriate condition applied, which may be "unconscious" but could be dying. </p><p></p><p>One interesting mechanic is the "churn pool". A churn tracker is available for the DM. There are thirty points in the churn, which is reset at the beginning of each adventure. Basically as good things happen or as players spend fortune points, or make major stunts, the churn counter is increased leading to minor effects, then major effects, and finally epic effects. These are generally setbacks of various kinds. </p><p></p><p>The system promotes cinematic play. It is not a heavy, crunchy, tactical system. </p><p></p><p>I have not run it yet, but I played it at a convention and enjoyed it.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7598323, member: 6796661"] It is based on the Adventure Game Engine (a/k/a AGE System). I was not familiar with AGE before playing the game but the mechanics are pretty easy to pick up. You roll three six-sided dice, two are the same color, the third is a different color and is the "drama" die. You are trying to meet a target number. Rolling high is better. You add the three dice together, your ability score, and if you are "focused" in that ability, you add 2 more. Some "tests" require focus to attempt them. If the degree of success is important, that the drama die tells you how well (or not) you succeeded (e.g., you succeed on your roll when doing a quick patch up job to your ship, but a drama die of 1 will mean that the repair may not even last the encounter, whereas a 6 makes it good as new). When two of the dice come up with the same number, you get "stunt points" equal to the value of the drama die. You can spend these on a stunt (there are tables with various types of stunts and costs) but they have to be used on your turn. They disappear at the end of your turn. All players get "fortune points", getting more as they level up. You can spend FPs to make a die the same value as the number of FPs you spend, with the drama die costing double the amount of FPs. You recover FPs during "interludes" (e.g. downtime). Death is possible but there are many ways for the DM and players to help avoid it. Basically when you take damage, you first subtract toughness (including from armor), then you can spend fortune to further reduce damage, if any damage remains you take injured, or if damage is high enough, wounded, and if any damage still remains the target is "taken out." That just means that they are taken out of the encounter and an appropriate condition applied, which may be "unconscious" but could be dying. One interesting mechanic is the "churn pool". A churn tracker is available for the DM. There are thirty points in the churn, which is reset at the beginning of each adventure. Basically as good things happen or as players spend fortune points, or make major stunts, the churn counter is increased leading to minor effects, then major effects, and finally epic effects. These are generally setbacks of various kinds. The system promotes cinematic play. It is not a heavy, crunchy, tactical system. I have not run it yet, but I played it at a convention and enjoyed it. [/QUOTE]
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Is The Expanse RPG becoming vaporware?
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