Playtest Report – Legacy Vix

Playtest Report – Legacy Vix

Playtest Report – Legacy Vix

Presential table with quite a mixed group: Attila (literature professor, 3 Legacy sessions), Sérgio (lawyer and former cop, 10ish Legacy sessions), Thalles (portuguese teacher and drummer extraordinare, new to the system) and Tato (art director for a marketing company, new to the system).

Step 1: Broad Strokes

I usually skip this whole session and pretty much described the game premise to the new players. My advise for them was to let ideas flow in organic fashion and follow playbooks instructions and all would be ok.

Step 2: Family

The Families are where our scenario would be drawn and our background history told.

Sérgio picked the Lawgivers (first option was the Starfarers, but they were not ready)

Attila picked the Enclave (again!)

Tato picked the Merchants.

Thalles picked the Cultivators.

🙂 I rewrote the Sworn Hunters and presented to them as an option. At first there was almost a fight about who would get it, then nobody got it, then a new fight so no one would get them. People loved the concept, but nobody wanted to have to deal with the Behemoth – my fault, i keep calling them Kaiju 🙂

:-/ The more experienced players discouraged anyone from picking the Tyrants, claiming it to be a “difficult Family to play with” :-/

Family values

The first part of Family creation is picking stats. Depending on the stat array you choose, you’ll make certain statements about the world.

In turn…

Thalles told us that much of the natural world survived the Fall intact.

Tato told us the Fall was a gradual and grinding event.

Attila tolds us the Fall unleashed many new technologies.

Sérgio tolds us that only law and order saved Mankind from extinction.

So, good chances we are on Earth and the technological level from Before can be a mystery, since it was rendered obsolete by the technologies discovered during the long grinding Fall. The landscape is wild and ruins were reclaimed by nature.

Next, each Family has options for Traditions – who’s in your family, how they relate to each other and what their style is.

The Merchants are the middlemen between a redoubt of priviliged people and the teeming masses at the gates. They look and behave like nobles of old.

The Lawgivers are guided by christian-judaic laws (Commandments?) and function like a recruiting secret society of vigilantes.

The Enclave… pheeww… are a monastic order lead by the gestalt mind of their council. They research and hunt down whatever Fall Tech they can get.

The Cultivators renounced the world before the Fall and prepared to survive it and to emerge in the aftermath to nurture mankind. Really “primitive”.

Drawing the map

Next comes Landmarks. Each playbook has options to add to the homeland map so that you build the initial setting together. Here my on the fly teaching style got the best of the group (or it was the booze) and they had difficulties building upon their colleagues ideas in an organic fashion.

Tato with the Merchants added:

Center: The Warren where hundreds of thousands of people’s flight for safety came to an end. A sprawling mess of vehicles and tents that slwoly became a shantytown

North Center: The Haven is nested in a deep valley. It guards the last redoubt of the priviliged, sheltered from the Fall and secluded from the world.

Sérgio with the Lawgivers added:

South: Deepwater, an oil rig right off the coast that houses a lawless settlement

South to East: The Shore, littered by the carcass of hundreds of vessels, also a corresponding stretch of polluted / irradiated land along the shore

Attila with the Enclave added:

North East: Skywatch mountains and settlement, where a scientific outpost was once built around an observatory

East Center: The Zone of twisted laws of physics, an expanding area inimical do all life.

Thalles with the Cultivators added:

South East: The Grey Wood, a vast forest, calcinated and killed by whatever was unleashed from The Plant

Further South East: The Plant is a huge factory / scientific compund, isolated from the world, where the Fall once started.

The Threats were more organic and we came back a lot to it when distributing Treaties. Summarizing, the ecosystem is breaking down: massive drought, infertile livestock, sterile seas. Obviously, panic among survivors has been listed as a definite Threat. But also, there is a certain rogue Councillor Lopac from The Enclave, which became the Age villain after hounding the Merchants… we came back a lot to him during Characters Backstory.

Making history

The Family History section was next, with everyone working out what obligations each Family owed each other.

The Cultivators rely on the Lawgivers to provide protection.

The Enclave thinks the Lawgivers have the greatest minds of the homeland.

The greatest criminal of the Wasteland came from the Enclave, and led a band of raiders, the Smillers, on a raid on the Warren, victimizing the Merchants.

The Lawgivers saved the Merchants from extinction at the hands of the Smillers .

Doctrine and Lifestyle

Each Family had two choices: one move based on their personal philosophy, and one based on their distribution across the homeland:

The Enclave are settled in Skywatch, holding back another Fall.

The Lawgivers roam around as righteous vigilantes.

The Cultivators slowly drift from the natural world in the Clearing farms.

The Merchants are the new nobility of the Warren.

Resources and Moves

Finally, we get to the resources each family can bring to bear.

The Enclave, named The Parssons, have a surplus in Culture and Knowledge, but need Recruits, Leadership and Defences. They have deep knowledge of the monsters unleahsed by the Fallt’, and medical treatments able to heal any artifice (based on the evevntual sacrifice for dissassembling).

The Lawgivers, aka The Black Towers, have a surplus of Weaponry and Transport but need Leadership, Defences and Recruits. They’re committed to persecuting those beyond the reacj of the law and are fanatically against raping or any sort and can brandish their authority to recruit a gang of locals to fight at their side.

The Cultivators, aka Owls, have a surplus of Medicine and Land but need Culture, Trade Goods and Progress . They can sacrifice progress, land or trade to make drugs, crops or livestock, and can genetically engineer themselves over the ages.

The Merchants, aka Cerberus, have a surplus of recruits and culture but need Medicine, Barter Goods and Contacts. They have a stock in trade of Food and Art and they’re skilled at assessing the worth of things they find.

With the Kickstarter for #Legacy2e coming soon I’ve been thinking about stretch goals.

With the Kickstarter for #Legacy2e coming soon I’ve been thinking about stretch goals.

Originally shared by Jay Iles

With the Kickstarter for #Legacy2e coming soon I’ve been thinking about stretch goals. I want the core game to be mostly done by the time I launch the Kickstarter, so I don’t want stretch goals to add bells and whistles to the book.

Instead, I’m opening it up to others. The main reason I got interested in doing more with Legacy is that Douglas Santana brought me a great new idea with Mirrors in the Ruins – I’m very excited to see what other people might do with the framework! Please do get in touch if you’d be at all interested.

Here’s my breakdown of what Legacy offers, and where you might be interested in taking it:

What’re the core themes of Legacy?

Scale. Each player controls a broader family as well as characters. Action happens on a family scale of hundreds of people and months of work as well as a character scale of individuals taking action over minutes or hours.

Ages. You spend limited time at a particular point in history, using your character as a lens to highlight a particular aspect of your family. Between these ages, there are moves to guide how your family evolves or suffers and how the world changes.

The world. The players build up a map of the world that informs how dangerous travel can be, what threats and resources are out there, and how the different families and factions interact with each other.

History. As you play you make permanent changes to the world and see the unexpected results of previous actions. You can draw on the power of previous characters, create giant mega-projects that redefine the world, and build the world’s saga together.

What are the assumptions of Legacy that you might want to break?

Post-apocalyptic: Legacy takes place after a reality-twisting apocalypse, with survivors finding a way to adapt to the new world. Maybe you want to set a hack in a world that hasn’t crashed – a near-future cyberpunk world? Or maybe you want to tell the story of colonists on an alien world, still removed from their support but not due to a cataclysm.

A golden age: The World Before had all sorts of strange technology. As you play you’ll find marvels among the ruins you can draw great power from. In your hack, maybe the marvels are created by the characters – the dawn of civilisation, with players inventing farming, medicine and magic?

Multi-generation play: Legacy assumes significant time passes between ages – there a few generations or more. In a different context, though, significant time could only be a few months or years. Maybe you’d like to make a hack set during a military campaign like Night Witches, with time skips moving the front towards its eventual conclusion?

Tense relationships between families: By default, the families are competing for scarce resources, with peace maintained by a web of obligations and treaties. Maybe you want to see what happens when families are more closely allied? Or maybe you want to put them more directly at each other’s throats?

How to get started:

If you have ideas, get in touch and we can start talking through the details. If we’re both excited to move forward with it, I’ll put it on the list of stretch goals. Assuming the goal’s hit, I will offer you feedback, talk through ideas, cheerlead you and give you layout, editing and an art budget.

Once it’s done we’ll sell the game as its own pdf splitting revenue 50/50. You’ll have full rights to give it away, hack it further, and do whatever you want with it, so long as you credit Legacy according to a creative commons attribution-share alike license.

It’s taking shape!!

It’s taking shape!!

It’s taking shape!!

And still there is so much more to come 🙂

Originally shared by Jay Iles

Version 1.2 of #Legacy2e is now up on the UFO Press patreon!

This release has a ton of new stuff over the previous one. Besides the gorgeous art running through the whole document, we have:

– Simplified basic moves for Families.

– Fleshed out Gear of all kinds.

– Added a 7th Family – The Order of Sworn Hunters, who manage, shepherd and hunt down the colossal beasts of the wasteland.

– Added advice and examples of play for most of the core moves, with more yet to come.

– Adjusted game setup to better reflect just how much family landmarks and character roles can do the heavy lifting in making and interesting situation.

– And more!

Patrons can get immediate access by following this link https://www.patreon.com/posts/11772553 or you can wait 5 days for it to be opened to the public.

The first playtest for #Legacy2e has begun! Here’s the world we built.

The first playtest for #Legacy2e has begun! Here’s the world we built.

Originally shared by Jay Iles

The first playtest for #Legacy2e has begun! Here’s the world we built.

Beginning the playtest As it turns out Roll20 is pretty flaky, so I didn’t get to record the world creation setting. Ah well. The group was me plus five others: Ed, Ellie, Laurence, Stephen and Hijos. Step 1: Broad Strokes We discussed what sort of world…

http://ufopress.co.uk/2017/06/14/legacy-playtest-session-writeup-14th-june-2017/

Want to help playtest Legacy 2e?

Want to help playtest Legacy 2e?

Originally shared by Jay Iles

Want to help playtest Legacy 2e? I’m looking for 3-5 players to run through world, family and character creation, and then playing through a few sessions of the game. Character sheets and handouts can be found here: https://www.dropbox.com/sh/o1m0zd8pu3fnhy0/AAAf5IHgtEI_TUNIXlxdShIMa?dl=0

A webcam and microphone is essential, and you should be OK with the video being posted up afterward for promotional purposes. Let me know if you have any questions!

events/cir2jj4rekmtivhm83crlj0003s?authkey=CJfikZy_w_-uGQ

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’re planning on releasing the first playtest/preview documents for Legacy 2e very soon.

We’re planning on releasing the first playtest/preview documents for Legacy 2e very soon.

We’re planning on releasing the first playtest/preview documents for Legacy 2e very soon. These will be pretty barebones – we want to test that the new basic moves work before going overboard with writing and laying out playbooks.

The plan’s to include the 5 original Families and 5 characters – but which ones?

Vote for the playbooks you’d like to see here!

http://doodle.com/poll/3mwhfrh88hvtm6vf

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.