Modiphius has shared the Dune: Adventures in the Imperium character sheet. The preview packages which come with pre-orders have been updated with these in PDF format (including a printer-friendly version).
The project lead is Andy Peregrine, so that’s a given. Definitely his type of game!I took part in the closed playtest and I am okay with saying that it's definitely on the narrative end of 2d20. Conan is crunchy; Star Trek Adventures less-so; Dune is farther along that continuum away from detailed crunch and toward descriptive narrative play. Whether you dig that or not is personal, obviously, but for what it's worth I think the rules modeled a vibe that felt right for Dune. And I am a fan of both Conan and Star Trek Adventures, in part because of how the core system has been modified to fit those IPs.
Otherwise, just watch this video and you'll be okay.
And what you might think of that Dune movie is immaterial here; Iron Maiden makes everything wonderful.
...but does Andy like Maiden? That's a good litmus test for a good game designer.The project lead is Andy Peregrine, so that’s a given. Definitely his type of game!
It rocks. I rattle the windows of my car with MaidenI took part in the closed playtest and I am okay with saying that it's definitely on the narrative end of 2d20. Conan is crunchy; Star Trek Adventures less-so; Dune is farther along that continuum away from detailed crunch and toward descriptive narrative play. Whether you dig that or not is personal, obviously, but for what it's worth I think the rules modeled a vibe that felt right for Dune. And I am a fan of both Conan and Star Trek Adventures, in part because of how the core system has been modified to fit those IPs.
Otherwise, just watch this video and you'll be okay.
And what you might think of that Dune movie is immaterial here; Iron Maiden makes everything wonderful.
Doesn't quite play like one, but it's closer than the other 2d20 games.Drives/Values? Skills? Assets? It looks almost like a Cortex game.
Under CortexPrime and City of Mist rulesets, where descriptive traits are the core of the game, the outcome is narrated according to traits used.What does the game do to prevent people from using the same combo every time? I'm kind of confused on this challenging the value, etc, idea.
Lol, not so much I’m afraid!...but does Andy like Maiden? That's a good litmus test for a good game designer.