Due to the huge number of PbtA related news in the podcast we opted to split the program, and after a lot of…
Due to the huge number of PbtA related news in the podcast we opted to split the program, and after a lot of problems here’s our first try on YouTube.
We’ll keep the podcast format for interviews and comments on rules, and use the live video format for news. Also, both formats will migrate to the other in due time.
Another point to mention is that thanks to youtube we finally have transcriptions of the program. Only spanish and not as good as desired, but better than nothing I hope.
We all have wanted, at one point or another, to bring the feeling we had of playing Legacy to a fantasy setting.
We all have wanted, at one point or another, to bring the feeling we had of playing Legacy to a fantasy setting. Rhapsody of Blood, FFTY, and Godsend all showed us how fun it can be. I wanted to take a step further. I wanted all these lessons learnt applied to a challenging setting with evocative art. A fantasy setting quite apart from everything else, with touches of renaissance society. Hence Mysthea, our new project for 2019!
Take a look here and see what we are talking about:
Here’s early versions of the new handout PDFs with the latest changes to Impulse Drive.
Originally shared by Adrian Thoen
Here’s early versions of the new handout PDFs with the latest changes to Impulse Drive.
There’s probably a bunch of legacy junk I need to clean up, particularly in Vehicles and the SM handout. And I still need to heavily edit the book. hwoof.
I think I’ll keep the 3.0 version in the list of files on DTRPG for a while so that people already running a campaign with that version will still have access to that version.
First draft for the first 2 ship types. The traditional smuggler ship with a large amount of debt, and the new Predator, a ship of dangerous and professional mercenaries, with a nemesis they are in open conflict with.
The Ships having slightly different moves and different upgrade modules is really saving on space and making them feel more unique.
I have a Normandy-style spy/special agents stealth/duty ship planned, a larger vessel with a “soldiers in a losing war ” theme, and a straight up marauder pirate bad guys ship planned.
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?
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!