Changes to Impulse Drive I’m working on.

Changes to Impulse Drive I’m working on.

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?

#ImpulseDrive #PBTA #MisfitsandSpaceships #Apocalypseworld #RPG #Tabletop

The December revision is available.

The December revision is available.

The December revision is available. If you’re pumped for Mass Effect Andromeda and Guardians of the Galaxy Vol.2, Impulse Drive can play both of those settings pretty well!

Originally shared by Adrian Thoen

An updated version of this title is now available.

Here are the changes for the December update:

29/11/2016:

Modified Heart of Glass to add an extra Storm, and create more useful options.

Modified downtime to include the option of healing 1 Stress when you spend time with another Crew Member.

Fixed Mystic Weapon gear description to correctly reference Mystic Weapon Master.

Added date to versions for greater clarity.

Changed the 7-9 option for Mercantile to be a roll on Lucrative Exports.

Added an option on Connected that give the ability to spend a choice on Payday to improve Disposition with a Group or NPC.

30/11/2016

Revised the following moves for clarity: Foresight, Navigatrix, Prestidigital Interface.

Revised the description of the following Tags: Rare, N Uses, Stun.

References to Hooks removed from Convincing Argument.

02/12/2016:

Reorganized and streamlined Tags for Gear, Vehicles, Upgrades, and NPC Ships.

Renamed Bombardment Range tag to Cannonading, to avoid confusion with Broadside.

Added an index to the back of the book. The index is still raw and unedited.

http://www.drivethrurpg.com/product/190933/Impulse-Drive-Preview

Impulse Drive has been updated with more balancing and streamlining.

Impulse Drive has been updated with more balancing and streamlining.

Originally shared by Adrian Thoen

Impulse Drive has been updated with more balancing and streamlining.

If you’re excited about all the Mass Effect Andromeda or Guardians of the galaxy 2 trailers coming out and want to play a game that feels like those things, check out Impulse Drive Preview for free on DrivethruRPG for free.

Changelog:

*16/11/2016: *

○Modified Cargo tags for vehicles and NPC ships to reflect current Cargo rules.

○Rewrote Lucrative Exports and Mercantile to be more clear, and eliminate nested rolls.

○Rewrote Hey Big Spender to be more concise and clear.

○Rewrote The Crew is Back In Town to better reflect new rules.

○Removed Downtime from methods to heal the Knocked Out Harm, since it was redundant.

○Rewrote the Downtime Move.

○Added text and rewrote minor parts to clarify Foibles, and explicitly state that Hooks are used to create Foibles.

*23/11/2016: *

○Readjusted Fuel, Debt, Debt Fuse, Damage for some weapons and Hits for Ships.

○Changed Drive to not require a stat. FTL Moves now roll Helm. Scanning rolls Tactical.

○Listless in Space is a new move for when Adrift has been marked on Ship Damage.

○Adjusted how some Moves interact with Burn on Strains.

○Removed Burn from Modifications and Ship Upgrades.

http://www.drivethrurpg.com/product/190933/Impulse-Drive-Preview

Thank you everyone for you continued interest in Impulse Drive!

Thank you everyone for you continued interest in Impulse Drive!

Originally shared by Adrian Thoen

Thank you everyone for you continued interest in Impulse Drive!

Impulse Drive 3.0 is here, and it’s still totally free.

There are a lot of mechanical updates under the hood. Not only has tracking time and money been abstracted, new gear and ship upgrades have been added, along with two more playable classes of ships.

The Gear and Move cards have been revamped to be more printer and eye friendly.

Strains have been added for encouraging play in the form of Scenes, Episodes, and seasons, with countdowns called Fuses used to add mechanical urgency to your games.

Likewise, Jobs have been renamed Contracts, and revamped to fir into a similar model.

I expect this to be the last rules update for Impulse Drive for quite some time, with future updates being cosmetic formatting or spelling/grammar fixes for the document.

Please, download the game, and share this post, and enjoy!

#ImpulseDrive #misfitsandspaceships #PBTA #poweredbytheapocalypse #RPG

http://www.drivethrurpg.com/product/190933/Impulse-Drive-Preview

The new version is updated, with slight changes to the rules, the handouts reorganized to give access to information…

The new version is updated, with slight changes to the rules, the handouts reorganized to give access to information…

The new version is updated, with slight changes to the rules, the handouts reorganized to give access to information more easily, and -Clean versions of all documents, that don’t have the background to save ink when printing.

•22/10/2016: Moved Lob Grenade from basic universal Moves to Drifting.

•Clarified in explanation of Firefight that “Play it cagey” may be chosen more than once.

•Renamed Session Debrief to Roll Credits, and added line about marking Season Burn and Ticks.

•Renamed First Session to Pilot Episode.

•Vandern Derelict Adventure has been updated to follow version 3.0 rules.

•Clean versions of all documents have been created to ease the burden on printing.

•Documents have been reorganized for less handouts and more easily found information.

Originally shared by Adrian Thoen

Thank you everyone for you continued interest in Impulse Drive!

Impulse Drive 3.0 is here, and it’s still totally free.

There are a lot of mechanical updates under the hood. Not only has tracking time and money been abstracted, new gear and ship upgrades have been added, along with two more playable classes of ships.

The Gear and Move cards have been revamped to be more printer and eye friendly.

Strains have been added for encouraging play in the form of Scenes, Episodes, and seasons, with countdowns called Fuses used to add mechanical urgency to your games.

Likewise, Jobs have been renamed Contracts, and revamped to fir into a similar model.

I expect this to be the last rules update for Impulse Drive for quite some time, with future updates being cosmetic formatting or spelling/grammar fixes for the document.

Please, download the game, and share this post, and enjoy!

#ImpulseDrive #misfitsandspaceships #PBTA #poweredbytheapocalypse #RPG

http://www.drivethrurpg.com/product/190933/Impulse-Drive-Preview

It’s finally done! Thank you PBTA community for your interest and feedback, it’s made this game better.

It’s finally done! Thank you PBTA community for your interest and feedback, it’s made this game better.

It’s finally done! Thank you PBTA community for your interest and feedback, it’s made this game better.

Originally shared by Adrian Thoen

Thank you everyone for you continued interest in Impulse Drive!

Impulse Drive 3.0 is here.

There are a lot of mechanical updates under the hood. Not only has tracking time and money been abstracted, new gear and ship upgrades have been added, along with two more playable classes of ships.

The Gear and Move cards have been revamped to be more printer and eye friendly.

Strains have been added for encouraging play in the form of Scenes, Episodes, and seasons, with countdowns called Fuses used to add mechanical urgency to your games.

Likewise, Jobs have been renamed Contracts, and revamped to fir into a similar model.

I expect this to be the last rules update for Impulse Drive for quite some time, with future updates being cosmetic formatting or spelling/grammar fixes for the document.

Please, download the game, and share this post, and enjoy!

#ImpulseDrive #misfitsandspaceships #PBTA #poweredbytheapocalypse #RPG

http://www.drivethrurpg.com/product/190933/Impulse-Drive-Preview

Version 3.0 of Impulse Drive has a lot of changes throughout that should reinforce the style of play it’s designed…

Version 3.0 of Impulse Drive has a lot of changes throughout that should reinforce the style of play it’s designed…

Version 3.0 of Impulse Drive has a lot of changes throughout that should reinforce the style of play it’s designed for.

Originally shared by Adrian Thoen

Version 2.5 of Impulse Drive was finished and stable last week, but I’m not going to release it, because 3.0 is coming soon, and it’s a huge revision.

Version 2.5 had some significant changes for tracking time, one of the underpinning resources in Impulse Drive. The Space Master used Scenes, Episodes, and Seasons to frame events, which is more in line with the space opera TV shows the game is designed to emulate. The Principles of the game tell the SM and the Players alike to think cinematically, and I figured the game should follow it’s own rules.

But the changes didn’t carry over to the player side of the table in 2.5, so I decided to do just that. At the same time I took a look at the other underpinning resource of the game.

Money.

A big motivator for the Crew is their Debt hanging over their head. It’s why they take contracts for dangerous jobs. Like so many other RPGs, money was handled literally, and that had a few issues. The most prominent was that it allowed and encouraged hoarding. Balancing payments so that the Crew didn’t get too much money, or nowhere near enough was a nightmare for someone who is terrible at math such as myself.

To ensure predictability and security, players hoarded money for tighter times. Which entirely rational and understandable, not to mention fiscally responsible.

But the Crew in Impulse Drive are not fiscally responsible. They’re flashy, impulsive, volatile. They might pay the bills and expenses to keep their ship running. They might splurge on some new toys. But anything left over? They blow it living the high life for a few days, or a week. and then they’re broke, and payments are due in another week or two.

While implementing the changes to time and money (which have so many cascading changes echoing through the system.) I’ve also renamed Jobs to Contracts, and I’m reworking them from the ground up with the changes to time and money in mind.

I’m considering abstracting money to a couple of moves instead of a trackable resource in my spaceships and misfits…

I’m considering abstracting money to a couple of moves instead of a trackable resource in my spaceships and misfits…

I’m considering abstracting money to a couple of moves instead of a trackable resource in my spaceships and misfits PBTA hack. This will ensure the players have to always keep chasing scores instead of just getting rich and coasting.

Basing the roll off an NPC’s Disposition with the crew (a modifier between -2 and +2) will encourage the players to cultivate relationships with specific NPC groups and individuals, to ensure better chances of getting paid or fining what they want.

This is going to take a lot of restructuring, since the previous model for money was very literal. (Complete a job, get paid X monies. pay the cost of thing to gain it.)

Originally shared by Adrian Thoen

Payday

When you successfully complete a job or sell goods equal to one slot of Cargo, or information, or services of significant value, and collect your pay, roll+Disposition with your client or customer.

On a 12+, you make out like bandits, choose 4.

On a 10-11, you get a great deal, choose 3.

On a 7-9, you get the standard deal, choose 2.

On a 6-, it’s a set up or raw deal. You may either walk away without getting paid, or choose 1 and deal with an enemy that’s found you and wants to settle things now.

You keep the wolves at bay, reduce Debt by 1 and reset the Debt Fuse.

You pay the bills, you pay the maintenance costs for your ship, crew, and gangs and reset the Maintenance Fuse.

You get the Ship patched up. Remove all Damage from the Ship.

You spend big and live the high life, each Crew Member gets to heal all Harm and resets their Stress track to zero.

You grease the right palms and make some friends. Increase the Disposition of an important group or individual by 1.

The Ship gets an upgrade. Gain 1 upgrade for you ship.

You go shopping. Each Crew member may gain 1 piece of Basic Gear, or rolls Retail Therapy for Rare, Expensive, or Illegal Gear.

Purchase 1 Cargo slot of basic goods at a good price, or roll Retail Therapy to find rare, expensive, or illegal cargo. Cargo you buy in one system must be shipped to another system to sell.

Make 1 purchase from the Basic Vehicles list, or roll Retail Therapy to purchase an expensive, rare, or illegal vehicle.

After you’ve made your selections, you’re broke again and need to find another way to make some cash.

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.

I’m furiously scribbling notes on making Strains – the Impulse Drive version of Fronts or Threats from Apocalypse…

I’m furiously scribbling notes on making Strains – the Impulse Drive version of Fronts or Threats from Apocalypse…

I’m furiously scribbling notes on making Strains – the Impulse Drive version of Fronts or Threats from Apocalypse World. This is the hardest part for me to write since I usually prep very little for my own games and improvise everything from the boiling stew of my brain.

I’m calling them Strains to imply the strain they put on the Crew and their surroundings, but also as Strains of DNA for your games ongoing narrative.

Since ID is designed to emulate the fiction of shows like Firefly, Andromeda, Farscape, Killjoys, and Dark Matter, I’m theming the types of Strains based on their immediacy; scene, episode, and season strains.

Instead of clocks or countdowns, Strains use Fuses. The different types of Strain fuses burn down at different speeds. Fuses can have 3, 4, 5, or 6 burn. These numbers are independent of the types of strain, and their length depends on the speed or complexity of the events the strain describes. I chose fuse and burn for their evocative feel, and for the following line:

“Fuses: what a lovely way to burn”

Scene Strains are for situations that are likely to hit a climax right here and right now. A battle or an argument, or sneaking into a facility. When a scene strain climaxes, you get your crescendo, and the scene resolves now or very soon. A scene fuse burns down per an action. 1 burn for a situation ignored or opportunity missed by the crew, and 2 burn if escalated or exacerbated by the crew.

Episode strains are for stuff that will happen this session. Jobs or missions, or relationship focuses would fit well into an Episode strain. 1 burn for a scene where a complication or problem ignored or opportunity missed by the crew, and 2 burn if a scene has the situation escalated or exacerbated by the crew.

Season strains are for overarching situations or issues the crew can’t deal with in an episode, or is burning away in the background. Season Fuses take 1 burn for an episode where the crew don’t interact with them, or 2 burn when the crew accelerate or escalate them.