v0.2


Hey All,

I ran a playtest last week and had a chance to gather some feedback, this has led to some changes to the core mechanics.

Generally the players had fun, but there where a few specific points that definetly seemed to need adressing before moving forward:

Problem: The system is way too easy overall. Actual failure was very rare in play and the players rarely needed to spend power points.
Solution: I've changed the core dice roll so you now only suceed on a 6, however you can spend Power 1-for-1 to improve the result of your roll. EG It costs 2 Power to turn a 4 into a 6 or 5 power to turn a 1 into a 6. Players have more powerpoints to compensate for this change.

I wanted to keep the power points around as a mechanic as I think having some sort of pacing mechanic in a one-shot game is a positive thing. Hopefully the result will be a smooth early game whilst the players still have their power "safety net" that naturally escalates into a more desperate situation when reserves are low.

Problem: We rolled the "Escape from Fortified Stronghold" mission which I intepreted as classic prision break scenario. This really doesn't work well with the idea of leaping straight in to the action and letting the characters bring whatever gear they want.
Solution: I've replaced this scenario in the mission generation table.

Problem: Gear was a bit too potent, and basing cost entirely on weight didn't really make sense. EG A grappling hook costs the same as a portal gun.
Solution: The cost is now based on how useful / expensive / rare the items are. Reduced the total number of gear points per-player.

Problem: Skillsets tended to overshadow Personas. They where just generally more useful.
Solution: When choosing a Rival's skillset the GM specifically chooses something to challenge their Player's Persona. The mission is generated before creating characters, so it's easier to bring along someone useful.

Files

RogueHistory_v0.2.0.pdf 193 kB
Aug 07, 2019

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