Tuesday, April 28, 2009

Standard Cards come to life.

We are working on two experiments on the gaming front. Both are nerve wracking and are costing me both time and restless sleep.

The first are the standard card sets. We are trying out the items first. We have two 36 card sets and an 18 card set up for Pre-Orders. We really do want to do this whole project straight out of incoming cash. We do not want to borrow money to buy them. That always involves the extra cost of interest and bookwork.

The second is the new Core Rules. We are doing a full play test tonight to see exactly how it works. The game itself is both familiar, and different. The first question is whether people can overcome their preconceived ideas. We shall see. The new card making process makes this new game possible.

2 comments:

FirestarAROC4 said...

This may be out of left field, but is there anything in the new rules about changing ranged combat? It seems odd that if you shoot a bow at a target it will always hit. Should be a to hit rule an/or cover saves for those targets behind cover. Perhaps a natural 2-4 misses on a ranged attack, raised to a 2-5 on a moving target, or a 2-6 on one behind cover.

Done with Random comment...

I hope things go great with both the new sets and the play testing. I'm looking forward to reading about how it goes.

MarkEllisHarmon said...

The game went excellent. Everybody was able to deal with the changes and had a good time. More in next post.

That is a good question.

1. A Natural "2" in the new game always misses/fails, and leaves you stunned/confused/bemused. You will need to Recover.
2. Combat becomes a full contest roll. Armor now gets a roll of 2d6 added.
3. defending. a Natural "12" on armor roll means your opponent misses you. a natural "2" roll means you have zero armor.
4. attacking. a natural "2" misses. Doing zero damage equals a miss. A natural "12" means keep the roll and roll again.

Plus this Guideline from GM book:

Use that Cover.
The ability to use available cover to stay out of sight. The GM will add difficulty as appropriate. The GM may award you additional Armor for using cover during combat, but that is at the GM’s disgression. It can be a +2, +4, +6 or +8, depending on the situation, and which Use that Cover you played. Keep in mind that the GM’s Judgement is final. Hiding in a well lighted open area does not work as well as one would like. However, using it to blend into a crowd in town is a real possibility.

This is probably not entirely clear, but it should help. More hints coming in the future.