LewdiKris Posted March 11, 2023 Posted March 11, 2023 Yeah. So i've tried to scale it to the key stuff. There are basically three mechanics (shamelessly stolen from Ironsworn) 1. Moves: This won't be to relevant to the players side. It's basically just away for me to decide what to roll and when. You have 5 stats, but no skill lists or anything like that. Keeps it simple, but still gives you a way to feel unique. 2. Assets: These are things you'll be using to really declare "What makes me special". Assets can be Attributes (Keen senses, innocent face, rune casting, etc.), Items (a magic sword, a set of finely made lockpicks, your father's old banner) or Creatures (A pet, a familiar or even a companion). The idea being that should the asset be relevant to your task, it'll modify the rolls on my side but also bring a nice piece of flavour. You'll be able to earn more and upgrade/change existing Assets as you earn XP (XP is more a currency here than a progress bar). Assets are free form, you decide what they are, there will be guidance for this in the club and I'll be happy to help. 3. The Tracks: Kind of splits into another 3. Spirit (Stress/Mental Strain), Health (How injured or hurt you are) and Supply (A nice abstraction that saves on overly specific inventory/money tracking.) Progress Tracks: A simple system for tracking things like journeys, battles, exploration, etc. First we decide the difficulties, successdul actions on your part will fill that progress track. It means we can keep it narrative focused without counting miles per day or monster HP. It's remarkably elegant. Oaths: This is a big one, this is how you the player direct the narrative. When you swear a solemn oath on a piece of Black Iron (AkA: Star Metal), we create a progress track. The grander and more difficult the oath, the longer it will take to fulfill and thus the more dangerous it will be, but this is where you XP will come from. It's also nice, because it's a constant reminder to both me and you as to what you are trying to accomplish. It's all about simplicity and fiction-first roleplay. The dice, the numbers and the trackers will only supplement and enrich the narrative. (I realise there's no mention of lewdity in this explanation, but you might see how the mechanics might effect or be effected by the that kind of encounter.) Hope this doesn't bore you to tears, let me know if anything isn't clear and if you're still interested.
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