Carta Galaxia Development Update #27
Finally finished the Campaigns chapter. Thanks to everyone who proivded feedback and suggestions over the past month, it was super helpful.
I’ve posted the current version in this post. Take a look, tell me what you think.
Next Chapter
The next chapter that I’ve been meaning to tackle is “running the game”, which was going to cover Exploration, Challenge, and Combat situations.
My early rough sketches of the Combat section of the chapter seem to be mostly A) Justifications for why the combat system is the way it is (i.e. “one roll to defeat an enemy”) and B) Examples of situations where getting to that “one roll” is the real challenge.
I have no idea if that will play out well or not. I’m taking inspiration from previous posts here in the community, but I’m open to suggestions.
https://www.dropbox.com/s/r4q0tex0linqshr/Chapter%201%20-%20Campaign%20Setting.docx?dl=0
Solid stuff, thanks for sharing.
Not sure how much you need to justify the scene based resolution, especially in a supplemental book. I would say focus on how to best use that level of abstraction.
Judd Goswick Yeah. I guess my “justification” is “Combat is not more important than any other action, and thus takes as many rolls as any other action”
Dunno if I’m being a reverse-grognard, but so often I see games where Fight and Not Fight are two separate games with separate rules.
Rant rant rant.
That looks really good.
Id like to second the call for more of a “conversation” on how best to use that abstraction in your thoughts. Its still the trickiest part to set up I feel. Although having seen it in action I agree that its a very nice mechanic and keeps the game flowing where as other narration games can stutter when the fists start flying 🙂
Sean Gomes you are whatever the gaming equivalent of “the wind beneath my wings” is. 😁
Combat has been overstated in adventure gaming. It is exciting, but I ran a super exciting session of UW using scene combat that was gripping without being blow by blow, mechanically. The suspense came from describing actions and events first and then consequences and results after rolling.
All the lead up was like an ante and seeing the roll let the players see if all those risks paid off or crumbled.