Intergalactic work continues.
I'm constantly reminding myself that the first Mythic
Bastionland playtests (then Primeval Bastionland) were based on an
extremely rough document, with vastly different rules to how the game turned
out, especially in terms of the structure of myths, omens, and hexcrawling the
realm.
I'm constantly reminding myself that the first Mythic
Bastionland playtests (then Primeval Bastionland) were based on an
extremely rough document, with vastly different rules to how the game turned
out, especially in terms of the structure of myths, omens, and hexcrawling the
realm.
Even with such a patchy version of the game, those initial
playtests were incredibly useful in working out what I wanted the game to be,
and how I was going to get there.
So I'm trying to get Intergalactic to that point,
knowing that anything I put in place for initial testing is ripe for the
chopping block. A means to an end that may have little resemblance to these
untested ideas.
Here's a grab bag of stuff that's currently in the mix.
Fragging Out
Most crew aim to cash in their record of service for a payout of Frags,
enough to retire. Characters track this in as a Record score, starting at 0 and
modified by the following events.
Year of Service (Hand): +1 Record
Half Year of Service (Head): +1 Record
Month of Service (Officer): +1 Record
Reward: +1 Record
Reprimand: - 1 Record
Early Payout of 10 Frags: -1 Record
20 Record is enough for a humble retirement.
50 is comfortable, or enough to captain a Boat.
100 is luxurious, or enough to captain a Frigate.
Becoming a ship captain is beyond a life’s honest work.
Incidents
For journeys of multiple days, roll d20. If this is equal or lower than the
journey’s length then there is a mid-journey incident. If required, the d20
roll dictates how many days into the journey the event occurs.
Roll d6 to discover its nature.
1: Detour. The stars alter your course. If travelling
between stars, roll a random world on any star. If travelling between worlds,
roll a random world in that system.
2-3: Ship Incident. Consult a random world page.
4-6: Crew Incident. Consult a random world page.
Incidents may present an ongoing problem that will get worse
if not managed.
At the end of a transit or cooldown period of multiple days,
roll for each unresolved incident.
1: It reaches immediate crisis point, and will now be
resolved one way or another.
2-3: It Gets Worse. The stakes are raised, presenting greater
consequences if it cannot be resolved.
4-6: No Change. Things hold steady for now.
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