*Trapped in an MMO Hack: Aggro*

*Trapped in an MMO Hack: Aggro*

*Trapped in an MMO Hack: Aggro*

So one thing that I felt was really important to include in a game inspired by an MMORPG genre is Aggro. Aggro is the amount of threat a monster feels towards a player, and the person with the highest threat is often the target of most attacks, which is usually a job reserved for Tank classes.

In my hack, Aggro replaces the Stress system of Blades and is ver similar but with a few minor tweaks here and there.

1. Aggro is mainly generated by Guardian Adventurers. Each Guardian has his own unique way of generating aggro, and they start a fight with aggro equal to the number of players in the party.

2. The person with the highest aggro is “Threat Top”; the guy all the monsters want a piece of. Everyone else is “Threat Low”, giving them slight boons to resisting in a fight.

3. Players may spend or generate Aggro for certain actions:

Pushing yourself steals 2 aggro away from whoever is Threat Top and gives that Aggro to you, granting +1d or bonus effect.

Assisting an ally gives one of your aggro to an ally to grant them +1d.

Resisting a consequence reduces your aggro by 6 minus the result of the dice on your attribute test. If you are Threat Low, the consequence is reduced by one level and the remaining consequence goes towards Threat Top (who can then also resist the remaining consequence, reducing it by 1 level further). If you are Threat Top, any aggro spent resisting is gained by all Threat Low players, and your resistance tests nullify the consequence completely.

4. If you resist a consequence, but don’t have enough Aggro remaining to pay for it, you do not successfully resist; you lose all aggro and the damage instead applies to your health clock.

5. When your health clock fills, you die; you gain a trauma and revive at the end of the fight.

6. If you take Threat Top from someone else, then you take unresistable damage to your health clock equal to your current aggro. This means managing aggro is a careful balance and abuse of it can lead to trauma.

7. If your aggro is higher than another player’s you may use the Protect teamwork action to resist on their behalf, reducing the consequence by 1 level and taking it in their place.

8. In a group action, the leader generates 1 Aggro per fail rolled.

Hi Scum and Villainy people

Hi Scum and Villainy people

Hi Scum and Villainy people,

I see that in S&V’s downloadable there are only class character sheets and in these sheets, the dots of the starting ability is always filled in. Is there any xeno oriented character sheets, where it’s possible to write xeno abilities instead of

having the starting ability there.

Or where at least one where the dot is not filled in?

EDIT:

Hey guys, I’ve fiddled a bit with the base sheets. I don’t really know if its illegal or frowned upon. But I altered them to change the starting ability to a place where Xeno characters can write a summary of their abilities instead.

I’m no designer, so its a bit badly done. Especially the Mystic.

But here you go!

This generated House Hunters reminded me of Adam Sexton’s MORTALLYBANKRUPT:

This generated House Hunters reminded me of Adam Sexton’s MORTALLYBANKRUPT:

This generated House Hunters reminded me of Adam Sexton’s MORTALLYBANKRUPT:

https://twitter.com/KeatonPatti/status/1070708630691942400

how blade’s bizarrest hack is going?

https://twitter.com/KeatonPatti/status/1070708630691942400

Hello all!

Hello all!

Hello all! If you’re interested in checking out a Forged in the Dark game that is essentially Survivor meets science fantasy please check out the very first playtest version of my game Planet Kamra.

www.planetkamra.com

You and your friends will create an alliance of human-looking characters with hidden alien powers. Together, you’ll attempt to survive a competition that the cosmic entity known as Kamra has forced you to participate in. As kidnapped beings from other worlds, you’ll use your insight to traverse Kamra’s strange planet, your resolve to unravel your rival alliances, and your prowess to endure dangerous challenges.

I remember seeing a playbook/sheet about a year ago that looked really cool and wanted to know what happened to it.

I remember seeing a playbook/sheet about a year ago that looked really cool and wanted to know what happened to it.

I remember seeing a playbook/sheet about a year ago that looked really cool and wanted to know what happened to it. It was a BitD hack that had two categories of actions (instead of three) and the sheet had the actions laid out in a circle, with what looked to me like a sword blade extending across the page for marking stress and the like.

Does anyone know what I’m talking about or am I just misremembering things? I haven’t been able to find anything on the community.

Hey folks

Hey folks

Hey folks,

Recently as I was finishing off the latest version of my Blades hack I realized I wasn’t happy with what I had. I rolled up some characters and a crew and didn’t like any of the choices I had made in redesigning the playbooks.

So I redesigned everything, and lo and behold the game looked a lot like it did in a previous version, and it was so much better. The rules weren’t bending over backwards to accommodate my changes, everything was simpler and sleeker and I was excited to playtest the game. In fact some of the changes I wanted were already in Blades in the Dark as suggested tweaks: Poor Beginnings and Tier Tied to Lifestyle. If it ain’t broke don’t fix it, right?

I was reminded of these great videos John Harper and Andrew Gillis https://www.youtube.com/watch?v=DlGyUKlXVbY&t=110s where they talk about the design history of Blades and dead ends, designs that never saw the light of day, never playtested, but were still valuable in the design process.

So I’m curious fellow hackers, what have some of your design dead ends been? Have you had any? Do you think you’re in the middle of one right now?

https://www.youtube.com/watch?v=DlGyUKlXVbY&t=110s

Playtest Playbook 3 of 8 for my Occult Adventure hack, At Death’s Door: The Innovator!

Playtest Playbook 3 of 8 for my Occult Adventure hack, At Death’s Door: The Innovator!

Playtest Playbook 3 of 8 for my Occult Adventure hack, At Death’s Door: The Innovator!

One of the principles of ADD is that each playbook the players choose refocuses the fictional elements of the game.

Players choosing The Innovator are adding elements of industrial espionage and weird science and the fiction will represent that.

Compare this playbook and The Doctor and you can see how a variety of playbooks centered around knowledge and technical skill can work side by side.

https://drive.google.com/file/d/11R8A9ACj7-jV2PrrMM4dZUoXDCGuYTLL/view?usp=drivesdk

Another question. Has anyone swapped “stress” for “luck” in their hack? What did you replace “trauma” with?

Another question. Has anyone swapped “stress” for “luck” in their hack? What did you replace “trauma” with?

Another question. Has anyone swapped “stress” for “luck” in their hack? What did you replace “trauma” with?

Does anyone have any stats on how many rolls their players tend to make during a score?

Does anyone have any stats on how many rolls their players tend to make during a score?

Does anyone have any stats on how many rolls their players tend to make during a score? I’m sure this varies wildly, but I’m sure this was at least considered by John Harper used when he worked on things like desperate action xp gain?

(I’m playing with a mechanic where you earn a resource (coolness) when you get a crit, and knowing how many rolls other peoples groups are generally making per score might give me somewhere to start estimating the power of this.)

Hi Blades fans

Hi Blades fans

Hi Blades fans,

My Forged in the Dark game, Copperhead County, just had a pretty big update. Copperhead County is a modern-day, non-supernatural, Blades-engine game about organized crime and political corruption in the US South. You begin the game broke and hopeless in America and seek the dream of wealth and independence by building an empire across an Appalachian county ruled by a corrupt political-criminal regime, as the local population, economy, and culture slouch forward into the 21st century. Touchstones: Breaking Bad, The Wire, Justified.

Copperhead County has been in Early Access on itch.io this year and features new actions, six new PC playbooks, three crew types, an original setting, and changes large and small to the Blades mechanical core (primarily around engagement, harm, and tier/turf/claims). This update brings us closer to a final stand-alone release, and adds in lots of new pages with complete action descriptions and examples, player best practices, and lots of general polish. I and my trusty captain Michael Crowley are forging ahead on writing the rest of the final content this winter, so more updates are coming down the road.

If that sounds interesting to you, one can find Copperhead County on itch.io and/or holler at me here.

https://zzzwizard.itch.io/copperhead