A document appears!
https://docs.google.com/document/d/1XoE5bu7uEJo1uNu5RlJMlO8lKBalxdo-mA4BPCmBxek/edit?usp=sharing
Working Title: The Citadel
Reftean: Robert Smith
Summary pitch in ten words or less:
Post-decline, tribes explore a newly opened Citadel from their past.
Summary of rules/rules philosophy
- PvE? focused. Little reason to PvP? in backstory.
- Encounter based Linear system (NFNC,
- Linears statted at “difficulty levels” and opportunity to fail.
- Choice of Linears (most weeks)
- Deaths a thing, although rare. In case of TPWs we will attempt to offer important choices that can alter the state of play for characters.
- “Tags” to give you information about, for example, monsters.
- This is currently some way of marking who has RESIST vs CRUSH.
- Crafting skills to give most power to the one who takes them.
- Defined bonuses from” low-hanging fruit” (eg “advanced armour” and AI); predictable blessings at this level.
- Dts to inform uptime and say “this is an encounter we want”. Very limited interaction with the Citadel in DT.
- Rules are very much like Breaking World's, whose system we have shamelessly modified.
Brief overview of setting
- Post-Apocalyptic; more scavenging for resources after a decline than single event.
- Exploration, not survival, is the focus of the game.
- The Citadel. A legendary permanent settlement, has just opened. It’s the time to explore.
- There exists 2 strains of “people” or “humans”: “dead-strain” and “gene-strain”; both sides accept the necessity of the other, but there can be tensions between the two.
- Dead-strain are “very human”. They interact better with AI, and are able to manifest Techgnostic abilities..
- Gene-strain are “mutants”. They can manifest Psionics.
- There are “spirits” that inhabit the world, these are called AI. They recognise the “dead-strain” as humans like their ancestors, and favour them.
- Psionics are a sort of magic power that uses the power of centuries of mutation, and also the communal spirit of people.
- There is no predefined Law. Maybe some NPCs try to impose ideas, with their own mooks, but nothing binding exists.
- Tribes have existed near the Citadel in a sort of peace for a long time, but that peace is not controlled by any large power.
Summary of "format": weekly linears/interactives? When? Downtime/no Downtimes? If it doesn't match our current setup, this must be noted
- Weekly Interactives and Linears on Friday/Saturday? (unless moved). DTs are limited, and can’t interact with the Citadel.
- Run of 1 year, with the option for “scope expansion” in the second year, which would represent a shift to a different focus from “the Citadel”.
A document appears! https://docs.google.com/document/d/1XoE5bu7uEJo1uNu5RlJMlO8lKBalxdo-mA4BPCmBxek/edit?usp=sharing
Comments
- Comments are also appropriate on the Google Doc
- We have a predefined exploration arc which takes place over the course of the year. We have ideas that would merit a continuation of the setting, with a different central focus, but it is our opinion that another vote should happen before such a change is made. ~Ivan