This week’s progress includes a minor fix on Gatekeepers and a minor addition to Steam Thieves. Onward and upward!
Gatekeepers
(Mythos inspired Breathless game for the Beyond the Gates Jam, Ashcan here [link])
Needed to fix my gate sealing mechanic (thanks Matt!). It’s an easy fix, thankfully. I just need to remove the d20 roll (since it would be very difficult for the players to meet the target number that would create).
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During phase one of the gameplay loop the GO rolls 1d4, 1d6, 1d8, 1d10 and 1d12 and records the individual results. They then share the sequence of five numbers with the players. In the fiction these numbers represent the arcane and metaphysical geometry required to design a sigil that, when painted in front of the open gate, creates a permanent seal.
For example, a GO may roll the following sequence of numbers: 2, 1, 4, 6, 10.
A gate is sealed when each number in a sequence has been cleared. Numbers must be cleared in the sequence in which they were rolled. In our example this means that players must clear the number 2, which appears at the beginning of the sequence (the result of the GO’s d4 roll) before they can clear the next one (a 1, resulting from the GO’s d6 roll) and so forth. When the final number is cleared (a 10 in our example) the PCs collectively have all the information they need to paint the sigil and seal the gate.
Steam Thieves
(Steampunk x Forged in the Dark, Ashcan here [link])
Small copy and paste job here, for the Complications section.
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This consequence represents trouble, mounting danger, or a new threat. The Operator might introduce an immediate problem that results from the action right now: the room catches fire, you’re disarmed, you lose status with a faction, the target evades you and now it’s a chase, reinforcements arrive, etc.
Or the Operator might tick a clock for the complication, instead. Maybe there’s a clock for the alert level of the coppers at the checkpoint. Or maybe the Operator creates a new clock for the Management thugs and their suspicion that you’re cheating at cards. Fill one tick on a clock for a minor complication or two ticks for a standard complication.
A serious complication is more severe: reinforcements surround and trap you, the room catches fire and falling ceiling beams block the door, your weapon is broken, your target escapes out of sight, etc. Fill three ticks on a clock for a serious complication.
Don’t inflict a complication that negates a successful roll. If the Steam Thieves try to corner an enemy and get a 4/5, don’t say that the enemy escapes. The player’s roll succeeded, so the enemy is cornered... maybe the Steam Thieves have to wrestle them into position and during the scuffle the enemy grabs their spark baton.
Goodnight Maus
(Mausritter adventure site inspired by Goodnight Moon)
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No progress.
Trinakum
(Original design - 3d6 dice pool/grid-based/combat simulator with Iron Age Celtic/Gaulish flavour, Ashcan here [link])
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No progress.
Note: Need to put this into a Scrivener doc, too.
Sand & Stars
(Desert survival x Cairn, Ashcan here [link])
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No progress.
WAKE
(Completed Breathless game inspired by Control, Inception and The Matrix, Game Page here [link])
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No progress.