My Tuesday night 2e playtest game is restarting from session zero due to players lost and gained – if you’re…

My Tuesday night 2e playtest game is restarting from session zero due to players lost and gained – if you’re…

My Tuesday night 2e playtest game is restarting from session zero due to players lost and gained – if you’re interested in a Discord game starting 7pm US Pacific time and running for about 3 hours, respond here and join us this Tuesday, January 2, for game creation. We’ll be playing with the v1.6 playtest rules.

I’m curious how folks are approaching the creation of their Homelands, especially in regards to scale.

I’m curious how folks are approaching the creation of their Homelands, especially in regards to scale.

I’m curious how folks are approaching the creation of their Homelands, especially in regards to scale. I can see that scale will differ based on some technological assumptions such as presence/type of vehicles, but in general what seems to be working? Are settlements parts of a town or are they dozens of miles apart? How much are you adding over time? Are additions in between established features on the map or is your Homeland expanding? I’m not looking for a-one-size-fits-all solution, just curious about the diversity of stories that have emerged.

So I’ve read through the 1.6 rules and I have a couple of questions.

So I’ve read through the 1.6 rules and I have a couple of questions.

So I’ve read through the 1.6 rules and I have a couple of questions.

First of all, the rules mention ‘hold’ a few times as a stat but I can’t seem to find any explanation of what that actually is. Did I miss it or is it something in transition? For Example, page 73 under Leader it says ‘When you train a group for a few days, hold 3.

Secondly, I’m a bit confused about Roles, Role Moves and advancement. Every character chooses a Role, that makes sense. But the mechanical aspects allude me. How does one ‘Trigger one (a Role Move?) at character creation’? What are Marks and/or what do you Mark? Is there any mechanical benefit to each Role or does that occur only when you change Role?

I’m considering running a 2 player (as in only 2 people) game using the 2e rules.

I’m considering running a 2 player (as in only 2 people) game using the 2e rules.

I’m considering running a 2 player (as in only 2 people) game using the 2e rules. At this point I’m not sure if I’ll go one GM and one player or some shared GM responsibility. I’m also toying with the idea of the single player being the only real family, at least to start, with perhaps more factions coming into play as the ages progress, whether as migrants or the landscape opening up to a larger scale over time.

I’m curious to hear the advice/suggestions/ideas of others (likely more experienced with both PbtA and Legacy).

Turning of age/wonder mechanics:

Turning of age/wonder mechanics:

Turning of age/wonder mechanics:

I have a quemment about the fortune/trial mechanical effects. Both lists give interesting fiction seeds that include positive and negative mechanics (gain a new move, etc). But the mechanical effects are very similar on either list. This undercuts the importance of making a roll, other than to provide story seeds.

Was this an intentional choice to prevent individual players from falling behind? Would it break the economy to bump both sides up a bit? For example the second option in both turning of age lists give “take a move from their playbook, but they get 2-treaty on you.” Could we make the Trial 3-treaty and the Fortune 1-treaty?

How can a player harvest a Surplus? Or, when should a GM award a Surplus?

How can a player harvest a Surplus? Or, when should a GM award a Surplus?

How can a player harvest a Surplus? Or, when should a GM award a Surplus?

Obvious answer 1.01-a: Follow the Fiction!

Well that didn’t clarify things for lots of people. Specially if you consider imaterial resources.

So, I will share with you instances where my Cutthroats proactively generated their Surpluses.

1) An Afflicted player was surrounded by a large and hostile Faction. Also, he needed Surplus: Motivation for a Wonder. He then spent 1 Data in Uncover Secrets to add a stronghold where the Faction was rallying to. The intent was clear: to Claim the bastion By Force on a decisive victory that would change the course of the war. Risky? For sure! But after a Claim by Force and a Zoomed In scene, they took the bastion, broke their enemies Morale, and gained the Morale they needed.

2) An Uplifted player wanted to finish off all the smaller conflicts popping up on the Homeland through a Total War Wonder. The one Surplus he didnt have was Leadersihip. For that he spent 1 Treaty in every single other Family so they would back him up, and narrated the first spend of the Wonder, Surplus: Transport. In fiction, the Uplifted started orchestrating a major alliance and its first offensive – they wanted to lead the war, more than simply to receive recruits or resources. A bit of haggling later all families reach a compromise and form the Alliance, with the Uplifted ahead of it and the GM awards them the Surplus: Leadership they needed.

In short, of course we can have fast and hard rules, but more often than not the Fiction will show you the way… the hardest part is to listen to it and respect its demands.

Do you have other examples like these?

In respect of the second choice for the Eulogy move, I assume the role choice is just from those on the character’s…

In respect of the second choice for the Eulogy move, I assume the role choice is just from those on the character’s…

In respect of the second choice for the Eulogy move, I assume the role choice is just from those on the character’s playbook i.e. it changes their role as normal, and not from the deceased character’s playbook.

A quick question about vehicles: the Titanomachy quickstart has them with stats (chrome, etc) but the current…

A quick question about vehicles: the Titanomachy quickstart has them with stats (chrome, etc) but the current…

A quick question about vehicles: the Titanomachy quickstart has them with stats (chrome, etc) but the current rulebook draft does not. It does, however, give them a wound box that is -1 to all stats. My instinct is that they have become like followers, improving the scope or speed of your task even applicable, in which case you use your own stats, possibly by the stat wound box. Correct?

Working on a new Wonder

Working on a new Wonder

Working on a new Wonder

The Tartarus Site

“This place is not a place of honor…no highly esteemed deed is commemorated here… nothing valued is here”

Imagine something so powerful and evil that it will last forever. It can’t be destroyed, but it can surely taint and kill the Homeland and everyone in it. Thanks to you though, it has been contained, barely beyond reach… for now.

Requirements: Engineering, Rare Materials, Leadership, Progress, Hold the Threat

Permanent bonus: The Owner draws the Tartarus Site on the map, the surrounding Hostile Grounds and tells us of its nature.