Rank: Member Groups: Member
Joined: 5/27/2009 Posts: 28 Points: 84
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First of all, just wanted to say that I've enjoyed the preview materials thus far and I'll be keeping an eye out for your release. It's looking like a solid system and an evocative setting.
One aspect I like about the combat style sheets is that it encourages the use of interesting and flavorful manuevers without the "decision lock" that I've seen in other maneuver-heavy games. The flow chart helps to limit your choices at any one point while still providing lots of options and tactical richness.
Also, a couple of minor questions....
- Will the game tend to support 1-on-1 play (1 GM/1 Player)? I think this will be a good format for play based on the combat primer, but other games often emphasize "balanced parties" or use rules around shared narrative or bidding which precludes this approach.
- Will it include rules for skyship or naval combat? I'm not sure how prominent these elements will be other than being hinted at in your setting summaries. I can imagine style sheets for naval combat, for example, which culminate in full broadsides and boarding actions.
Thanks, and good luck with the launch.
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Rank: Administration Groups: Administration
Joined: 3/12/2008 Posts: 234 Points: 569
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Thanks for the good luck wishes!
About the 1-on-1, actually, yeah, it is pretty good for that. It's also great for player-vs-player, which SK supports pretty well, I think, especially at high levels. Now, I don't mean full-on, "I want to ruin the afternoon for the guy sitting next to me" player-vs-player. I just mean friendly rivalries, competing for resources, things like that.
No balanced party is required. I've tried hard to make sure that nothing like "OMG no healer?! we're all gonna die!" happens. If you're playing in scene order (taking turns, or following an adventure framework), then the players can play to their strengths. Got a group of rogues? Well you can bet that play is going to be set in the shadows, at night, with lots of breakable scenery, hidden escape routes, and innocent bystanders to impress.
Vehicular combat doesn't use style sheets (well, not giant vehicles like zeppelins and galleons anyway - there is a mounted combat style sheet). Giant vehicles are more along the lines of mass combat. It's sort of "style sheet light," so you do have some of that feel going on, but there are also command-and-control issues to worry about (and exploit) because you have a crew. But what you're driving at - tactical naval battles that culminate in full broadsides and boarding actions - is not only possible, it's exactly what the rules support.
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Rank: Member Groups: Member
Joined: 5/27/2009 Posts: 28 Points: 84
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Thanks for the quick reply. YcoreRixle wrote:But what you're driving at - tactical naval battles that culminate in full broadsides and boarding actions - is not only possible, it's exactly what the rules support. Well, that's pretty darn awesome. Really looking forward to seeing this get released. It seems right up my alley.
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