Changes to Impulse Drive I’m working on.
Originally shared by Adrian Thoen
I’ve been quiet on the Impulse Drive front for a few months now, because I wanted to let it settle for a few months before making any more changes. While the game is stable and playable in its current state, there are a few pain points I want to address.
Those pain points mostly revolve around complexity, and much of this complexity is centered on Ships. The crew’s ship has the playsheet, but currently requires 3 to 4 pages of reference sheets for extra rules, components, and moves.
First thing I’m doing is removing most of the ship and vehicle specific moves, and rewrite the basic moves to take those situations in to consideration. This also removes ship stats as a core component.
A specific ship will have access to a limited range of upgrade modules that suit the theme of that ship. i’ll be able to draw on fictional inspiration to model the ship archetypes on.
The big benefit of these changes is that while there may be more individual Ship Archetype playsheets, the players will have to reference less paper to for THEIR specific ship. It should all be on that one sheet.
I want to use the Ship playsheets as a way o focusing the central themes of your game.
The smuggler ship will have modules for carrying contraband cargo, sneaking around past blockades, and running away from big fights. The issues that follow smugglers around is debt and maintenance.
A mercenary or pirate ship has a lot of weapons, but perhaps a nemesis group that’s after them. (GTA-style wanted level?)
A military ship may not have Debt, but Duty, or a Mission they have to pursue.
A battleship with a bay full of fighters or armatures engaged in a protracted war.
An exploration vessel may have a core mystery or destination they want to reach. Perhaps a lost in space/voyager stranded feel?
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