I know its been while, but i love this idea. Im looking to open a war games store and i honestly want to see this to be played and sold in my store. I would not mind in any way in helping to perfect this bad boy so i can see some smiling faces play this game... my face included. Let me know.
Yeah, TTRPG design has been on the back-burner over here for awhile! If circumstances change over here, and I can put more work into this, I'd love for this and the Pokemon TTRPG I've been working on to be at least in a finished, beta/playtest state. Maybe some day!
In other pbta systems, gaining +1 to a single attribute is 5 Experiences. +3 in a stat is generally considered the reasonable maximum one can go. You can also buy Moves and other benefits this way.
What you've done instead make experience into a single roll with massive benefits for success. This is a nightmare scenario.
What I might suggest instead is that training applies to specific threats or goals. PbtA is a narrative system - training should either be background justification to spending Experience or, if it's a Move, it should have a direct narrative purpose.
I think this has given me some ideas on the flow of the game and what I want to have the game feel like and how to make PbtA fit that. When I get some time to work on the game I’ll rework this!
← Return to game
Comments
Log in with itch.io to leave a comment.
I know its been while, but i love this idea. Im looking to open a war games store and i honestly want to see this to be played and sold in my store. I would not mind in any way in helping to perfect this bad boy so i can see some smiling faces play this game... my face included. Let me know.
Yeah, TTRPG design has been on the back-burner over here for awhile! If circumstances change over here, and I can put more work into this, I'd love for this and the Pokemon TTRPG I've been working on to be at least in a finished, beta/playtest state. Maybe some day!
I think the Training action is way too potent as it is. PbtA doesn't have that kind of granularity.
Thanks for the feedback! I’m still not quite sure how I want training to work, so I really do appreciate the comment.
Could you explain what you mean by it being too potent? Is there way you think it could be exploited?
In other pbta systems, gaining +1 to a single attribute is 5 Experiences. +3 in a stat is generally considered the reasonable maximum one can go. You can also buy Moves and other benefits this way.
What you've done instead make experience into a single roll with massive benefits for success. This is a nightmare scenario.
What I might suggest instead is that training applies to specific threats or goals. PbtA is a narrative system - training should either be background justification to spending Experience or, if it's a Move, it should have a direct narrative purpose.
ahhhh I completely see what you mean! Thank you!
I think this has given me some ideas on the flow of the game and what I want to have the game feel like and how to make PbtA fit that. When I get some time to work on the game I’ll rework this!
thanks again!