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Official Adventure Time RPG Uses New 'Yes And' System
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<blockquote data-quote="Matt Fantastic" data-source="post: 9098720" data-attributes="member: 7042606"><p>So happy to see people talking about the game! I'm so stoked to be able to start showing it to people and playing it in the wild!</p><p></p><p>Two big updates first: </p><ul> <li data-xf-list-type="ul">We've pushed the Kickstarter campaign itself back to early 2024, but we're still on the same pace of actually making the thing for a planned summer 2024 release.</li> <li data-xf-list-type="ul">I convinced the squad to hire the amazing Elisa Teague to sorta be my boss, so she has come on as producer to not only kick me in the ass, but to help us make this as awesome as possible in a ton of ways.</li> </ul><p></p><p>A few brief answers/comments to some of the stuff already posted:</p><p></p><p>The reason for the custom dice with words is to very specifically keep people in narrative mode the entire time. I can ramble about why I think that's important (especially for people new to TTRPGs) a lot more, but yes, it's also very easy to replace the custom dice with 2d6 and a chart if you want to, so if you prefer that, totally cool. And said chart will be in the rules.</p><p></p><p>The dice are color coded, but that's just step one of differentiation. They will also have (not yet finalized) visual representations worked in as well so even with zero color differentiation you can still tell which is which. </p><p></p><p>Rules heavy AD&D vibes vs story game vibes is something we thought a lot about. And while I totally agree there is some big classic RPG energy going on and AT was so clearly inspired by D&D, the actual FEEL of how those things play out narratively in the show(s) very much pushes away from strictly constructed simulation sorta systems. "How much damage does Finn's sword do" is not something consistent throughout the show, or even the way the show would ask that question. If a head needs cutting off, a head gets cut off, vorpal or no.</p><p></p><p>And like, naughty word yeah it'd be cool to grab some cash and we have high hopes there (Avatar we're coming for you!), but this is very much a dream project being built by a team that loves both the source material and rpgs. There are quicker/easier ways to try and cash in the IP for a quick buck, but we really feel like what we're doing is going to result in the best possible game for Adventure Time, which we're betting will ultimately be more successful than the lower hanging fruit. (And building on this, we have plans for plenty more games using YA but I don't want to put the cart before the horse.) If what we make sucks, you can at least rest assured it's because I just naughty word it all up despite my best intentions, not because we didn't care!</p></blockquote><p></p>
[QUOTE="Matt Fantastic, post: 9098720, member: 7042606"] So happy to see people talking about the game! I'm so stoked to be able to start showing it to people and playing it in the wild! Two big updates first: [LIST] [*]We've pushed the Kickstarter campaign itself back to early 2024, but we're still on the same pace of actually making the thing for a planned summer 2024 release. [*]I convinced the squad to hire the amazing Elisa Teague to sorta be my boss, so she has come on as producer to not only kick me in the ass, but to help us make this as awesome as possible in a ton of ways. [/LIST] A few brief answers/comments to some of the stuff already posted: The reason for the custom dice with words is to very specifically keep people in narrative mode the entire time. I can ramble about why I think that's important (especially for people new to TTRPGs) a lot more, but yes, it's also very easy to replace the custom dice with 2d6 and a chart if you want to, so if you prefer that, totally cool. And said chart will be in the rules. The dice are color coded, but that's just step one of differentiation. They will also have (not yet finalized) visual representations worked in as well so even with zero color differentiation you can still tell which is which. Rules heavy AD&D vibes vs story game vibes is something we thought a lot about. And while I totally agree there is some big classic RPG energy going on and AT was so clearly inspired by D&D, the actual FEEL of how those things play out narratively in the show(s) very much pushes away from strictly constructed simulation sorta systems. "How much damage does Finn's sword do" is not something consistent throughout the show, or even the way the show would ask that question. If a head needs cutting off, a head gets cut off, vorpal or no. And like, naughty word yeah it'd be cool to grab some cash and we have high hopes there (Avatar we're coming for you!), but this is very much a dream project being built by a team that loves both the source material and rpgs. There are quicker/easier ways to try and cash in the IP for a quick buck, but we really feel like what we're doing is going to result in the best possible game for Adventure Time, which we're betting will ultimately be more successful than the lower hanging fruit. (And building on this, we have plans for plenty more games using YA but I don't want to put the cart before the horse.) If what we make sucks, you can at least rest assured it's because I just naughty word it all up despite my best intentions, not because we didn't care! [/QUOTE]
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