Skip to main content

TTRPG Tuesday: Channelers Tasks for Second Playtest

Alright it’s another TTRPG Tuesday.  It’s late, I have to be up less than seven hours from now for hockey, and my wife’s coming down with something that I’ll probably catch in some form or another.  But let’s gooooo!
So with Playtest Zero coming up in uhhh two days, I have to be realistic about what’s achievable by then.  I am close but not close enough to being able to have folks test out combat; and I still think having some pregen characters for that will help me do that.  The issue is I’ve jumped around so much that I don’t have those characters, or a character sheet; so since that’s the first domino, I’m focusing on that as the bit to playtest, and will take what I learn from character feedback to build and stat out my pregen characters, and the scenario I skeletoned out last week.
I have split the original Channelers doc into a Devlog and a WIP for the system itself, and have started a little slide deck I can use to introduce folks to the concept.  Between now and Thursday evening, I need to do the following:
  • Figure out which terms I want to replace (Resolve, Belief System?) and do that throughout the WIP and Presentation
  • Create the character sheet, with the evergreen parts of the character and separate sections for the class-specific features
  • Finish the Presentation
  • Make the class-specific Moves lists
  • Get as far as I can in the Spirits’ Moves lists
  • Figure out what testers will need to do to build a character and what feedback I’m looking for from playtesters
I wanted to do some art and/or some moodboard stuff but we’ll call that a stretch goal.  For now I think this is a good set of steps for an achievable goal for just this next session.  It'll at least be more than the one paragraph I brought back when the vague blobby concept that would become the Itinerant was floating around my head.
Short, boring, but hey! It’s still helpful for me to have written this out.  Adieu!

Comments

Popular posts from this blog

TTRPG Tuesday: Three Means Of Resolving

Hi it’s another TTRPG Tuesday! First of the year.  Let’s get right into it. Saw a challenge on Twitter to make some resolution mechanics.  I can do those! Here we go: Hand to Hand The player performing the action and the person running the game or otherwise opposing the action both put their dominant fists toward one another, bounce them three times to get a rhythm, and reveal a number with their fingers, 0-5.  Sum the two numbers, and if the number is greater than 5, subtract six, so that the final number is always between 0 and 5.  On a 0, the action fails catastrophically, on a 1-2 it fails, 3-4 it succeeds, on a 5 it succeeds spectacularly.  The player taking the action starts the game with all five fingers up on their non-dominant hand; after an attempt, they may lower fingers on that hand to add to the sum of the attempt. Ex. Alice attempts to seduce Cat’s character over to the coup conspirators.  They put their dominant hands together (right for ...

TTRPG Tuesday: I'm A Hack, Is What I Am

Hey welcome back to TTRPG Tuesday! Tuesday technically ended 51 minutes ago as I begin to write this, but who gives a shit.  It’s been a while and I feel like I need to get a post out. Today, let’s look at hacks - I’ve written settings, adventures, classes, monsters, and modules for other systems before, but I’ve never done a hack; it’s one of those things where I’d have no issue with someone doing it with something I wrote (game design-wise; playwriting-wise I’d be a bit stroppy) however! I have been advised that it’s a good starting point for folks who have never built a system from scratch, so maybe it’s a worthwhile exercise to embark upon.  So what system would I want to hack? Well, this is just first principles basic concept stuff, but since Aaron Lim’s the one who suggested I look at a hack, I’m going to take one of his systems: SPEEDMECH. MASKS & BELTS Implementing the tactical turn-based combat of SPEEDMECH, Masks & Belts is a game of Driver moves and form-cha...

TTRPG Tuesday: Campaigning

  Hey it's TTRPG Tuesday, let's see if I get something written before sleep overtakes me. I'm still on that Channelers kick, but today I want to talk about a possible campaign path: The Magpie Offensive.  I see this as a military campaign where the PCs are conscripted, volunteers, or mercenaries for an army that is marching to quell Spirit threats and unite the region under a protectorate. There should be free RP sections as interludes between missions, and missions should be chosen by the party.  The army ensures loyalty with intangible rewards as well as artifact items. NOTE: This whole thing is being designed with the Rascal article on militarization in ttrpgs in mind. What is the thrust of the campaign? It's fundamentally one of conquest.  How do I encourage characters to question their presence and their complicity? How much interpersonal violence is an acceptable price to pay for environmental justice? How can party composition affect all this from jump? H...