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October 16, 2015

RPG Feedback Mega-Post

Hey guys!

It's really cool to hear a lot of people have tried out the super early RPG rules. I hope your games have been going well and everything is running relatively smoothly!


I wanted to make a general all-purpose post here: if you've played the RPG with the current rule set, please let me know if any questions/comments/concerns you have with the rules.


I'm looking to refine the rules a little bit, as I'd ideally like to focus on working at the lore/illustration part of the RPG.


The things I'm most concerned about (and would like feedback on:)


1. Do the enemy balance, the damage, and the combat feel good? I'm still not sure I really like rolling dice for damage (like Dungeon World) as opposed to doing a more simplified harm system (like Apocalypse world). I want the combat to be fast and interesting, and fairly granular (which is why I didn't go with the harm system to start with).


2. Does the stamina/wounds system feel ok? I'm trying to make sure that damage matters with wounds, while not trying to slow down the game by giving you stamina to burn. One thing I noticed was that armor doesn't function with wounds at all, which makes certain classes (the Law for example) seem a little weaker.


3. I'm looking at the Law, the Fury, and the Beggar as classes that may need refining. Beggar will definitely get some more interesting moves - right now they seem to compound on each other a lot rather than introduce anything new. The Law should feel hard to kill but doesn't get a lot of ways to deflect damage other than armor. And the Fury should feel very risky to play but shouldn't feel invincible.


Let me know if you have any feedback or suggestions below!


Thanks,


Abbadon

Comments (7)

F
Filipe Muniz · October 28, 2015

Hey Thomas, I have sent you an email. If you're interested I can send you the PDF of the game I've mentioned. Maybe you'll find it useful. Best wishes.

R
Roland Kerr · October 19, 2015

Only ran the first session of what is now looking like a 2 or 3 session short campaign. The combats the players had were relatively low intensity, which means this all pertains to what happens in a fight that isn't going to result in any PCs getting slain. I had a Fated, a Law, a Master and a Boss. - The Law actually felt plenty strong in a fight, I appreciate that the whole AP/Wounds issue they have relates entirely to extremely difficult fights so I'm only seeing one side of the coin, but every fight basically boiled down to the Fated staying out of the way, and the Boss running support for the Law to kill absolutely everyone. Also the Master not really accomplishing anything apart from taking a beating well. - The Guild Blades enemy is not well designed I think. It was meant to be a super simple enemy I know but... Mainly it's super weak, which is sort of intended but honestly could be handled better. The damage is alright, its health means its 1 to 2 attacks for an average PC to take out the whole horde, which again is probably intended, although kind of awkward when you're left with 1 or 2 remaining. Mostly that its one listed move is 'cut off retreat' or 'surround' or whatever. This combined with its poor stats means it can't be threatening. Being surrounded by these dudes is not threatening. In fact it is wasting a turn of the one thing they can do even slightly well which is deal damage. I would suggest that their special moves relate to digging in somehow or deploying equipment that will still be around after they kark it, unless these dudes are meant to be extras to artificially inflate the size of a fight. I modified it into a gang of Pipemakers who exhaled a poisonous fog around themselves for instance, which was VASTLY more effective at cutting off retreat than a meatwall. And yes I realise that both mean there is an Avoid Disaster roll to escape, but it was so much more effective at MAKING SENSE as an obstacle the players needed to be wary of. There's also not really much in the way of rules for using poison on PCs so... - The Demon Guard is okay. The Threat 3 statblock for it at least makes the players stop and think and plan around it, but it isn't really going to go head to head with a party as recommended. Its going to tie up an entire party for 1 to 2 turns where a Threat 1 enemy ties up a player for 1 to 2 turns. I'll post again once I've run some more and seen how more of my own enemies have fared. I had an Angel with a net (Also want to point out its very in theme for a kung fu movie feel) already but I think I grossly understatted it since it was based on the Demon Guard stats. The last session ended on a cliffhanger with them about to go head to head with an attack angel, angel assassin ala Liminal Blossom and some more pipemakers on the attack angel. That should be a proper fight I think.

A
ABBADON · October 21, 2015

This is super useful! Thanks

C
Chilroy · October 17, 2015

The Beggar feels more like a supportive/utility class; which I find super desirable - perhaps more environmental or conditional combat skills?

T
Tony Dowler · October 16, 2015

Wow, somehow I missed that you were making an RPG as well. Love your work, and am so totally looking forward to the RPG.

J
JB Bell · October 16, 2015

Very cool! I'm too cheap to go in at the early RPG peek, but I'm pleased to see you're using the Apocalypse World engine. It seems like the best fit of all the existing systems.

R
RPG DesignCamp · October 16, 2015

This looks so awesome. I really want to dive in and take this for a spin.