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UNITY RPG: The Best of D&D 4E, Pathfinder, & Dungeon World
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<blockquote data-quote="Anson" data-source="post: 7696006" data-attributes="member: 6811052"><p>Hi Curmudjinn,</p><p></p><p>Thanks for your question. The answer is yes <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>I’ve been designing Unity for quite some time now and during that journey, a lot of feedback I received was that some folks loved having a rich setting to draw from and some wanted to conjure up their own worlds to explore instead. </p><p></p><p>One of the key pieces of my design philosophy is to make Unity modular wherever it does not compromise the <em>mechanical integrity</em> of the system as a whole or takes away from the <em>spirit</em> of the game. The spirit of the game is one of storytelling, character development and gripping tactical combat. </p><p></p><p>With that being said, the setting does inform some of the mechanics in the game but they are mechanics that are “<em>nice to haves</em>” rather than mandatory. I’ll give you an example. </p><p></p><p>The setting of Unity is one of a world that teeters on the brink of oblivion from so many horrible things occurring. One of the major issues is that the fabric between the Drift (a place of collective spiritual and psychic energies) and physical reality has been sheared opening room for all sorts of nastiness to spill through. This is reflected in an optional mechanic called <strong>“Breaches”</strong>. Breaches are random rifts that tear open throughout the land and cause a demonic incursion which can snowball into an interesting situation pretty fast. Without going into a ton of detail, they are a tool for the GM to add tension and also put a price on PCs for over-resting, over indulging and plain old fartin’ around instead of getting things done. But it’s completely optional to have Breaches in your game, it’s something a group should talk about at Session Zero and figure out the type of game they want to play. </p><p></p><p>If you wanted low-tech/low magic you could definitely do away with the automatons or Titan Rigs (extremely rare mechs that players can pilot together). You could take guns off the equipment table. You could make the Afflicted (one of the 4 races) simply diseased and maintaining their function through wooden prosthetics rather than enhanced by magitech. I’m not sure immersion wise if you’d be able to explain away a class like the Mystic who is a manipulator of magical currents. But with the rest of the classes and varieties to their builds… maybe no one will miss the Mystic <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Hopefully from the combat example provided to ENWorld you can see that the powers should be transferable to any generic fantasy setting. They can also be re-flavoured to your own unique world, the important thing is to maintain their mechanic and purpose. </p><p></p><p>You know, I would love to say that I can make a Universal Rules PDF a stretch goal but I’m of the mindset of under-promising and over-delivering rather than vice versa. I really want to get all my ducks in a row before I promise anything beyond what I already have but I hope from my explanation above you can see my intention and philosophy for Unity. I am big on flexibility and I will always try to provide it where it doesn’t compromise vision or functionality. As long as you don't go too far in one direction, super hi-tech futuristic or stone age, you should be ok <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Anson, post: 7696006, member: 6811052"] Hi Curmudjinn, Thanks for your question. The answer is yes :) I’ve been designing Unity for quite some time now and during that journey, a lot of feedback I received was that some folks loved having a rich setting to draw from and some wanted to conjure up their own worlds to explore instead. One of the key pieces of my design philosophy is to make Unity modular wherever it does not compromise the [I]mechanical integrity[/I] of the system as a whole or takes away from the [I]spirit[/I] of the game. The spirit of the game is one of storytelling, character development and gripping tactical combat. With that being said, the setting does inform some of the mechanics in the game but they are mechanics that are “[I]nice to haves[/I]” rather than mandatory. I’ll give you an example. The setting of Unity is one of a world that teeters on the brink of oblivion from so many horrible things occurring. One of the major issues is that the fabric between the Drift (a place of collective spiritual and psychic energies) and physical reality has been sheared opening room for all sorts of nastiness to spill through. This is reflected in an optional mechanic called [B]“Breaches”[/B]. Breaches are random rifts that tear open throughout the land and cause a demonic incursion which can snowball into an interesting situation pretty fast. Without going into a ton of detail, they are a tool for the GM to add tension and also put a price on PCs for over-resting, over indulging and plain old fartin’ around instead of getting things done. But it’s completely optional to have Breaches in your game, it’s something a group should talk about at Session Zero and figure out the type of game they want to play. If you wanted low-tech/low magic you could definitely do away with the automatons or Titan Rigs (extremely rare mechs that players can pilot together). You could take guns off the equipment table. You could make the Afflicted (one of the 4 races) simply diseased and maintaining their function through wooden prosthetics rather than enhanced by magitech. I’m not sure immersion wise if you’d be able to explain away a class like the Mystic who is a manipulator of magical currents. But with the rest of the classes and varieties to their builds… maybe no one will miss the Mystic :) Hopefully from the combat example provided to ENWorld you can see that the powers should be transferable to any generic fantasy setting. They can also be re-flavoured to your own unique world, the important thing is to maintain their mechanic and purpose. You know, I would love to say that I can make a Universal Rules PDF a stretch goal but I’m of the mindset of under-promising and over-delivering rather than vice versa. I really want to get all my ducks in a row before I promise anything beyond what I already have but I hope from my explanation above you can see my intention and philosophy for Unity. I am big on flexibility and I will always try to provide it where it doesn’t compromise vision or functionality. As long as you don't go too far in one direction, super hi-tech futuristic or stone age, you should be ok :) [/QUOTE]
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