I found that all of the options for the Uncover Secrets move seem pretty straightforward and comprehensible, with…

I found that all of the options for the Uncover Secrets move seem pretty straightforward and comprehensible, with…

I found that all of the options for the Uncover Secrets move seem pretty straightforward and comprehensible, with the possible exception of “A powder keg, ready to explode.” I was hoping for some clarification.

My current interpretation/impression of the option is that you can add a threat, location, or situation that has the potential to cause a large amount of damage or fallout if handled improperly and/or not dealt with in the immediate future. Am I on the right track?

Hey everyone!

Hey everyone!

Hey everyone! Newbie to the game here – never played 1e but have backed 2e and look forward to running/playing it in the near future.

I’ve read through the draft rules and I’ve noticed that one of the big differences between Legacy and other PbtA games I’ve been exposed to is that Legacy has some moves that give players considerable control over their dealings with one another. Whereas many PbtA games offer positive incentives for following the orders of or suggestions from other players, Legacy appears to have some moves that allow one player to dictate what another player does (assuming they can’t spend enough Treaty and fail a Hold Together roll, at least at the family level).

So I was wondering: does Legacy generally lend itself more to a competitive style of play, or do I have a mistaken impression of the game? Has anyone’s game turned into an all-out war between 2+ players, or do they generally cooperate to accomplish shared goals?

Thanks in advance for your insights!

I’m considering changing up Needs in #Legacy2e.

I’m considering changing up Needs in #Legacy2e.

Originally shared by Jay Iles

I’m considering changing up Needs in #Legacy2e. I don’t like them at the moment: they don’t have any teeth, except that they make your Family vaguely worse at enduring adversity. It doesn’t feel that good to get rid of them, either, because normally you’ll be giving up a Surplus to do so – and Surpluses give you cool toys for your character.

So, why not crib from AW’s Hardholder – and add a bit more spontaneous threat to the world while I’m at it?

In Want

At the start of each session, rolls +Needs.

On a 10+ a Need flares up. Pick one. On a 13+, the GM picks one too.

– A family member’s in trouble – someone’s demanding a ransom for them, or they’re stranded in the wasteland, or they’re hanging on death’s door.

– You’re unable to meet your obligations. Lose 1 Treaty per Need on factions of your choice.

– Something snuck under your radar. The GM activates Uncover Secrets to add something unhelpful to you to the map.

– Your resources run dry. Pick an Investment category – it’s set to 0 for this session.

What do you think?

Roll20 Character sheets:

Roll20 Character sheets:

Roll20 Character sheets:

Anyone good with html/css design and want to make some Legacy character sheets that looks good? I am terrible with layout and design, but once there’s something there, I can get all the mechanical bits and bobs in there. If you need an example with the sort of classes Roll20 expects, the Sprawl’s sheet is phenomenal:

https://github.com/Roll20/roll20-character-sheets/tree/master/The%20Sprawl/Source%20Code

Anyone wanna collaborate on this?

I’ve posted the first batch of playtest material for Legacy’s 2nd Edition!

I’ve posted the first batch of playtest material for Legacy’s 2nd Edition!

Originally shared by Jay Iles

I’ve posted the first batch of playtest material for Legacy’s 2nd Edition! This includes rewritten family playbooks, almost completely redone basic moves, and a whole new Character Role system to guide your character’s effect on their family – and the family’s effect on them.

Please give it a look and let me know what you think!

https://www.patreon.com/posts/11225436

I talk through your character’s role within their family in today’s design diary.

I talk through your character’s role within their family in today’s design diary.

Originally shared by Jay Iles

I talk through your character’s role within their family in today’s design diary.

The relationship between your family and your character is Legacy’s big unique thing, but it’s distinct enough from the standard mode of RPGs that it could do with more support than 1e provided. One of my priorities with the 2nd edition is to provide you…

http://ufopress.co.uk/2017/05/12/legacy-2e-know-role/

We’ve been thinking about the interplay between Families and Characters, and how to best guide the flow of the game…

We’ve been thinking about the interplay between Families and Characters, and how to best guide the flow of the game…

We’ve been thinking about the interplay between Families and Characters, and how to best guide the flow of the game from Family-level to Character-level and back again. Simple Characters (see linked post) are one piece of the puzzle, but we’re also trying out a mechanic for Character Roles. Here’s the relevant section of the text:

Bringing Characters In

All Family moves are triggered by a group of your Family members attempting a course of action – getting information, claiming a resource for your family, holding fast despite adversity. When the move is triggered it abstracts away a lot of the details – in particular, who’s present on the mission, and the ups and downs of the mission they go on. As Family moves can take a long time to wind up, you may only find out things went bad when the few survivors limp back to your family’s holdings – or when it’s been a month and nobody’s returned.

If you want to keep a closer eye on your family’s actions, you can send your Character along. When the group of family members that triggers a Family move includes your Character, you can gain a bonus according to their role – Leader, Agent, Rebel or Outsider.

A character’s Role is a free choice at the point they’re created and the choice can be changed over the course of the game. Simple characters don’t provide this bonus.

Leaders are willing to put the Family before themselves. If a move tells you to gain a need or erase a surplus, the Leader can instead take 3-harm (ignores armour).

Agents are experts at navigating the wasteland and its factions. Your family’s agents can either travel twice as fast through the wasteland, or travel unnoticed through a faction’s territory.

Rebels have different loyalties than the rest of the family, and have contacts in surprising places. They can call on a contact to boost the move as if a surplus had been exhausted, but the contact gets 1-Treaty on you.

Outsiders have a unique piece of kit that has a specific, weird function. If an action they’re part of would benefit from their gear, you can boost the roll as if you’d spent a point of Tech.

Assuming Control

If main characters are helping a Family move, you can choose to enter Character-level play immediately after the family move’s completed rather than waiting for reports to make their way back to the Family’s holdings. If you do this, the GM will describe the situation the main characters on the mission find themselves in, the other players pick up quick characters to flesh out the rest of the group if they wish, and you start playing. The family move’s effects – good and bad – will still happen, but this allows you to keep the momentum going on a success or try to mitigate the catastrophe on a failure.

Listening to the most recent podcast about character death, I realised that while Legacy has rules for character…

Listening to the most recent podcast about character death, I realised that while Legacy has rules for character…

Originally shared by Jay Iles

Listening to the most recent podcast about character death, I realised that while Legacy has rules for character death (triggering a Death Move and creating a relic that lets family members use one of the character’s moves) it didn’t really have space for mourning. I’ve sketched out a move to try and explore the space of returning from the wasteland and breaking the bad news to a fallen character’s family – what do you think?

When you return a relic to its holder’s family, you may spend time with them telling and hearing tales of the deceased character’s life and final moments. If you do, the family’s player picks one:

– Their family gives your family 2-Treaty.

– Your character is now treated as a member of both families for all purposes.

– Their next Character will help your Family with one task.

I realized today that the show Into the Badlands could be a recolored game of Legacy with a little drift – each…

I realized today that the show Into the Badlands could be a recolored game of Legacy with a little drift – each…

I realized today that the show Into the Badlands could be a recolored game of Legacy with a little drift – each player taking on the role of a Baron, their family, their clippers, and the like.

The only thing you’d need to adjust: except for the Baron, whenever a character for a family is needed, it has to be played by another player. This ensures that basically every interesting character is in some sort of conflict with their Baron.

I guess you’d just need some custom moves for wushu PvP fights 🙂

So I’m about to start up the first session of a new Legacy campaign tonight and I’m pretty excited.

So I’m about to start up the first session of a new Legacy campaign tonight and I’m pretty excited.

So I’m about to start up the first session of a new Legacy campaign tonight and I’m pretty excited. I ran a single session of this a while ago as a ‘Con game and it went pretty well but I was wondering if anyone had any suggestions for things to watch out for unique to Legacy. In particular I’m wondering how people feel it’s best to run transitions between the character/family levels. Just from my reading through I almost get the impression of a more story-telling game-style flow. The GM introduces a broad situation that is evident across the homeland and all of the players take turns setting up a scene to indicate how their family is responding, and any that end up overlapping will interact directly. I’m concerned that this might lead to a lot of me talking to one player will the other two wait politely for their turn.

Thoughts, or am I concerned over nothing?