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brainstorming & development / Re: The Good Fight - An RPG about loss, struggle, and sometimes vampires
« on: March 31, 2013, 02:05:53 PM »
I think TGF is "feature complete" right now. Some stuff bears fleshing out (Subplots), and most stuff bears changing in some way or another (The playbooks and basic move set may have moves added or removed, for example). But I don't think there's any major component of the design that's missing. The most important thing that's actually missing from the design right now are endgame specials; the entire obols/arc/endgame system is the shakiest in general, because it's the part of the design that has less precedents to draw on (So, truly, I have little to no idea what I'm doing). It's also inherently hard to playtest because, well, it takes a long time to even get to an endgame. I wonder how McDaldno playtested his series finale rules for Monsterhearts.
Right now my focus is on continuing playtesting (You can never have enough data, right?) and on moving the magic system towards something that fits this game more (As you can tell, ours is very similar to how Monster of the Week does it). I think that this is a game where magic is more prevalent than in MoTW, so I'm making changes to let players take more control of how magic works in their game and fleshing it out a bit (Because I expect magic to come up more, I'm also making it so SRs have more guidance in how to play out Work Magic moves). Magic may eventually be split into two or even more moves, and the delineation between magic-users and non-users will probably change. We may make Hidden a more relevant rating for characters that aren't "spellcasters," or we might leave it as the designated dump stat.
Right now my focus is on continuing playtesting (You can never have enough data, right?) and on moving the magic system towards something that fits this game more (As you can tell, ours is very similar to how Monster of the Week does it). I think that this is a game where magic is more prevalent than in MoTW, so I'm making changes to let players take more control of how magic works in their game and fleshing it out a bit (Because I expect magic to come up more, I'm also making it so SRs have more guidance in how to play out Work Magic moves). Magic may eventually be split into two or even more moves, and the delineation between magic-users and non-users will probably change. We may make Hidden a more relevant rating for characters that aren't "spellcasters," or we might leave it as the designated dump stat.