1
Apocalypse Galactica / Re: Version 2 Complete
« on: June 30, 2013, 08:57:31 PM »
Sorry I missed this. On a plane now, but I'll get back to you on it shortly.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Good news is that all of the stat lines add up correctly.
Activist
First stat line actually says -2 Hard, but means +2.
Opportunist
I'm still very dubious over faith -2, as it's the easiest stat to ignore, so makes a good natural dump stat.
Pilot
To get around the problem that all pilot moves can be taken:
New move: Wing and a prayer
When in a battle, or just about to enter one, you may make a Leap of Faith using +Cool instead of +Faith.
President
Probably too late, but I'm not sure about Campaigns. My thought is this:
Start with 3-juggling. When deciding what you've been working on, you must declare exactly what your campaigns are and what number of favours/amount of risk it is beforehand, noting that you may have multiples of one level of campaign, so long as they are different things.
Obligations:
Inter-ship relations (cooperation/tensions/-EXPLOSIVE INCIDENT) (covers Quorum mediation & inter-colonial relations)
Internal security (secure/suspicions/-MISSTEP) (covers surveillance, law enforcement, espionage and ship defence)
(Misstep basically means either something that shouldn't have been done was or something that should have been done wasn't)
Labour relations (productive/inefficient/-HALTED) (covers health care, labour relations, salvage & fleet reconstruction)
Campaigns:
Support a position/person (1-favour, -EMBARRASSED)
Mutual back-scratching (2-favours, -ENTANGLED)
Extreme measures (3-favours, -OFFICE THREATENED)
With this, a single '+1 juggling' advancement is fair, since it means you don't have to shirk your obligations to actually get anything out of your job.
Basic moves:
Suggest you remove 'Is your character telling the truth' from the list of 'Read a Person' options, just to make cylon-spotting a bit more than trivial.
You have the fleet population as being 34,560 to start. According to http://en.battlestarwiki.org/wiki/Survivor_count, the series *ends* with about 38,000 survivors. I suggest 49,317 as a better starting number. Likewise, you *may* wish to up the size of the fleet from 47 to 63 (see http://en.battlestarwiki.org/wiki/The_Fleet_%28TRS%29). When numbers start bigger, it's easier for the MC to destroy a few when things start going wrong.
The way you've handled Cylons is faithful to the source material, but I've decided if/when I run, I'm going to shape them into more my own thing (probably including serious deviations from canon, such as no resurrection!).
From a mechanical perspective, I've decided to just add automatically two moves to a revealed character (and no further cylon moves are available): one being Ambush the Fleet, the other being like the Engineer's workspace but not needing a proper workspace, and only applicable for communications devices to contact the cylon fleet. The idea being that they use that move, ask the MC what they need to do to make a new comms device, spend time doing that, then when they do, they can use the 'ambush the fleet' move. Gives them a reason to not be constantly spamming 'ambush the fleet'.
Edit: Also, v2 zip file is (or at least was) missing Damascus Falls love letters that were in v1.
Hey, glad you hadn't given up on this.
Here we go again . . .
Activist special doesn't have an appropriate option for when listener understands cause, but doesn't care (too wrapped up in their own shit, for example).
Supply and favor confuse me a bit. Are some playbooks supposed to only use one, others the other, and some both? For example, the activist starts with only supply, but their mechanical gain advance is for favor. Trying to work out what the intention is here.
Businessman - Someone to do your dirty work
Says 'one of your employees' then suggests 'Tarek *and* Misha'. Or, surely, since there's be only one? Or perhaps it's better phrased as 'some of your employees'?
CAG
No gear listed.
Captain - When I say jump
I suggest a rephrase so it isn't needed every time you give an order. Perhaps add 'in a time of serious crisis'? ("Bring me a coffee." "Down with the Tyrant Captain!")
Commander - CIC
Move doesn't allow for changing circumstances. If all you know is you're under attack, you enter CIC, get a weak hit, you need to spend it on the DRADIS before knowing what you need to do, then you can't do it.
1) Getting sensor readings from the DRADIS shouldn't be an option. You always need to know what's going on, you should just be able to get readings. If you want to keep it, I suggest adding the word 'detailed'.
2) It shouldn't be on entering, as that just means you have to keep exiting and entering the CIC during a crisis if you only get weak holds. It should be 'When trying to organise the ship during a crisis' or something, so you can use it multiple times in a scene, with the risk of a malfunction providing balance.
Doctor, Engineer
No way to mechanically get favour or supply. Deliberate?
Engineer
Still has 2 ways of getting sharp +3
Marine
7-9 option in boarding party still seems too harsh. 1-harm AP AND are disoriented AND acting under fire or leave something or take something. I've had misses with better outcomes than that, especially since base AW says 'take something' can be harm.
1-harm AP OR disoriented and acting under fire OR leave something OR take something with seems fairer to me.
Tear gas grenade still mentions 'sharm', which still doesn't exist.
Advances give max sharp +3, not hard.
Partisan
2 ways of getting cool +3
Protect your mark - still doesn't say 'as AP harm'.
Pilot
You can actually get all of the pilot moves through advances. I suggest otherwise.
President
Inter-colonial relations, surely?
Fleet reconstruction - malfunctions misspelled
Well connected - Favours are valuable enough and +1 has a low enough chance of making a difference, that I can't see this move as being useful. +2 before rolling or +1 after rolling would be good, though. (Not saying both options for the move, but that one of them would make a good replacement.)
President can only get one new campaign? Given that's their main thing, seems a bit harsh.
7-9 result on Politicking is worse than base AW when doing more than 2 things. (Base: 1 catastrophe if working more than 1. AG: 1 success, rest catastrophes). Deliberate? Significant nerf of President if so.
No mentioned downside to not working obligation campaigns.
Visionary
2 ways of getting faith +3
Session End
No way to give Hx -1?
Cylon Projection
What does the 7-9 result actually *do*?
Also, where *is* the credits page in the files? I saw the playtester list on your website, but your 'Credits given to contributors.' mentioned above implies that you have one inside the documents, and I just can't find it.
I like all of the ideas proposed - thank you for your encouragement as well.
I'm inclined to judge that if the Hardholder is spending barter out of his own pocket for this generosity, that means that the Hardholder is pulling in favors, shoring up supplies from other folks, paying people more to produce more of their ordinary share, etc.