PLAYTESt
THIS!
We're
going to put up planned changes that we've been playtesting to get
extra feedback and make it easier to track changes between versions.
We're starting out with a longstanding request from several playtesters.
The
Tribal Manifests/ encounter tables make it pretty difficult to complete
some Complexes in a single attempt. We want to keep play
'gritty'
but a few of the tribes are very hard to defeat. To adjust for that,
and to prepare the way for multiple/ larger Complexes with
more Tribes and Monsters, we've been using Quests and Shards
while
playtesting the Scenarios Pack.
Instead of
weakening any of
the Tribes we've looked at how to give players a few extra chances to
'power up' during play. Quests and Shards seem to have this effect, as
players soon get a handful of extra opportunities to 'shine' during
play. When these are spread out around a group of players and contained
within a complex the result is that players can 'play a joker'. This
makes it easier to deal with Alarms and clusters of Monsters; and is
most effective when more than one player uses a Shard at the same time.
Quests
Experienced
players and their Adventurers soon start to complete a series of major
trials, which can be recognised as Quests. Players
and players'
Adventurers may choose to display a Shard of pure, crystallised
Starlight for each completed Quest:
Collects
five seperate Honours.
Participates
in the Capture of all of the different types of Complex.
Participates
in the Capture of a Complex from all types of Hostile Tribes.
OR
Participates
in the Capture of a Complex from all types of Peaceful Tribes.
Participates
in the Capture of a Citadel from all types of Hostile Tribes.
OR
Participates
in the Capture of a Citadel from all types of Peaceful Tribes.
Defeats
all types of Daemon.
Defeats all types of Undead.
Defeats
all types of Ancient Monster.
Collects all types
of Ancient Enchanted Item.
Participating
requires an Adventurer to
play a full part in the Capture, including 'playing as part of a team'.
Defeating
an opponent involves causing most or all of the Damage to the opponent.
When
an Adventurer completes one of these Quests the player can collect a
Shard. Players are welcome to display their Shards on websites, in
'sigs', as part of their avatars and so on. This is in recognition of
their skill and experience as players.
An Adventurer
can collect as many as a dozen Shards of pure Starlight.
Each
Shard an adventurer gains can be used to give the Adventurer a variety
of
bonuses and extra skills or powers.
Shards
The
benefits of collecting Shards include using them to gain an extra
action or move an extra Zone during
a Turn. This represents the slight edge that experience and
frequent
action gives Adventurers who complete a Quest.
The
ability to use each Shard is only
available once/ Complex:
1 Shard = Move an extra
Zone. (This must be taken as part of the unit's Move).
1
Shard = attempt an extra action in a Turn. (This must be taken as a
continuance of the unit's action and cannot be combined with the use of
a Second Weapon or a Backstab).
A
unit with Shards can use up to 3 Shards at once. Doing so allows a
single unit to move several Zones in a Turn, or to attempt as many as 3
actions
in the same Turn.
Talismans
There is
an additional way
to gain Shards within the existing rules. If a 12 is rolled on 2D6 when
using a Talisman a
Share from a Star belonging to the unit
using the Talisman is absorbed. This Star forms a Shard that
the Adventurer can use like any other.
Constellations
Shards
can be used by groups of players to 'form' Constellations.
Constellations allow units to influence future events by increasing the
likelihood that a particular type of unit, item or event occurs or
appears during future gameplay.
Any
Constellation can be used to adjust or 'shape' outcomes from the
Encounter Manifests, the Local
Events Table and the Treasure Tables. Doing
so requires the players to Declare the use of a Shard each for every
change of a row applied to an outcome. Revised outcomes only add to the
roll, so it's not possible to turn a difficult encounter into a
significantly easier encounter. A GM is of course able to choose to
defer or refuse the use of Shards in this way. Particularly when
'shaping' events may completely change or ruin an adventure.
Alternatively,
a GM
may offer Adventurers the option to 'shape' events further in advance
to
allow Adventurers to come across opponents and Campaign Events that
they're keen to
encounter. It's necessary for the GM to establish a reasonable cost.
For
example, if the players wish to visit a Vampires' nest where there
would be plenty of opportunities to slay or be slain by Vampires they
could each surrender a Shard in exchange for influencing future events.
If
the players want to go further and visit a Complex containing Vampires
and a couple of Ancient Items two Shards each might be a
fairer charge.
Ancient Constellations
We've
only come across Ancient Constellations while playtesting the Scenarios
Pack over the last few weeks:
Forming
one of the seven known Ancient Coastal Constellations has a range of
effects, which we're playtesting right now:
Serpent:
Octopus:
Scorpion:
Sea
Eagle:
Bat:
Stingray:
Dragon:
The
full details of Shards, Quests and
Constellations will be included in the next full update to Treasure.
Until then
please playtest Quests as your players complete them.
Druids
And Druidic Spells
A fourth set of Spells is being added to
the game. Druid is the Title of the Honour for an Adventurer
or other unit gaining all of the Druidic Spells. The icon for a Druid
is a Torc. There are six spells of which we've 'reserved' four icons so far:
Sickle
Rose
Acorn
Mistletoe
Further details to follow as soon as we've completed and tested the full set.