[Churchofgaming] GTC playtesting notes

Carl Brown catodon at whale-mail.com
Fri Dec 26 01:35:30 UTC 2008


Hi all,

Firstly, I would like to thank everyone for engaging with the setting
and the system and for your very constructive criticism. Please read on
for specific notes and rules changes that will make this game a better
one.

 

1. J was right about the general outline of a combat round. The
following clarification has been added as a text box in turn based
combat. Scene based mass combat remains as played.

 

In turn based combat when a character attacks the opponent can act only
in a defensive manner (parry, dodege etc.) but does not get a +1 for
defensive actions. If the defender wins no damage is incurred by the
attacker. 

To qualify for the +1 for defensive fighting in turn based combat the
character forfeits her action completely.

 

2. The 'graininess' of WRs for weapons and how this impacts on pistols
was discussed. Thanks to the input of Michael and Lev I am able to
provide the following:

 

*Pistols are rated +1AR at very close ranges, across a typical room
about 10 yards. For example a pocket pistol is rated at WR2 when fired
at an opponent less than 10 yards away.

 

3. On reflection I'm not convinced of the use of climbing to jump on an
opponent.

 

4. As commented on by several players time for combat was too long.
Allowing for character generation about equivalent to a whole session
was taken up by the Black Bull Brawl. In an attempt to shorten combat
the number of Clipped and Hurt boxes has been reduced. I have decided to
hold off any 'stacking' of wound box penalties (except the second
injured) given how potent each -1 is.

 

5. The cost of a conscience point for weapons not taken as aspect or
extra did not raise eyebrows at the first session, but did spark
discussion the second time around. I suspect that if I had done a better
job of bringing this to people's attention during character generation
(as I did in the first session) this would not have been a problem.
Should this get to publication a text box in the rules is already there
to alert players. Anyway, conscience points should be easy to earn and
easy to spend so overall gains are slow. Any comments welcome.

One solution might be to include a weapon just as clothes are included,
but this amounts to a measly 1 rank more than the 24 ranks starting
characters already have, and hardly seems worth the extra complication.
What about thoroughly non-combative characters who are more likely in
this setting than many others? In the end I have not used this solution.

I have decided that once paid for a temporary item lasts to the end of a
Chapter (about one to two sessions) not just a scene.

 

6. Lev's comments on a default system have been noted. I have always
found such systems clumsy in play and am reluctant given the broad
background knowledge and expertise included in GTC skills. In Fate a lot
of the 'work' that would be done by a default system is covered by
Rnk-X, Conscience, and Aspects.

However, I think Lev's point is especially valid for the swinging or
firing of weapons (as opposed to other uses of weapon skills). Still got
my thinking cap on for this problem.

 

7. Finally, I apologise for my foggy headedness last session that caused
all the +1's and -1's of combat to tie my head in knots. By way of
(piss-weak) excuse I was a little sleep deprived and overheated. Perhaps
we need a better way of tracking all those plusses?

 

Anyway hope all had/will have a good festive holiday of choice  ;)

 




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