Working on the Impulse Drive 2.5 update…

Working on the Impulse Drive 2.5 update…

Working on the Impulse Drive 2.5 update…

Originally shared by Adrian Thoen

Impulse Drive update:

Working on the SM Rules and I’m confident with Strains as a framing tool encouraging everyone to play cinematically. Also working on ways to more clearly track ranges in complex combat situations without turning it into a miniatures game.

2 thoughts on “Working on the Impulse Drive 2.5 update…”

  1. The way it’s written makes it mostly a GM thing. That’s alright, but have you tried making it more interactive with moves like: “Choose X or escalate a strain”?

  2. Pompeius Pomponius that’s an interesting option that could shift consequences from a character to the situation as a whole. I’m going to Playtest the strain rules first to see how they flow.

    Currently, the Strains that players get to see are Crew objectives like jobs, missions, or personal goals – and scene strains with clear stakes and consequences for the climax. There are cases where they may discover information about an episode Strain when asking questions from Scope it Out.

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