Post by brutusaurelius on Sept 29, 2019 23:59:57 GMT
Credit: LeonovichDmitriy on DeviantArt
In the depths of space, the ruins of ships destroyed in battle, lost to the void, or those that suffered more mysterious fates can all be found. It is not so strange an occurrence, and many of the civilized worlds of the Sirius Sector maintain salvage operations for this reason. However, some of these ships prove to be something more. Old, potentially full of relics from the colonization of the sector or from older, stranger origins, these ships have silently drifted for centuries or more. Occasionally, they draw closer to civilized space, and the treasures within become ripe for the taking. However, these mysterious ruins often carry great danger, and as such only the most dedicated, prepared and elite of any of the varying empires' militaries will attempt to board and investigate these Ancient Derelicts. For the Battle Brothers of the God King, this task falls to the elite Destroyers.
Very cool! I imagine you already have plans to add all this in, but here's some of my initial impressions:
There's mention of gathering and spending points, but no mention of how they're gained or what they're spent on. I imagine you gather points by killing enemies, and spend points on upgrades (like removing Wounds, as is listed); though obviously this is something you mention you'll be adding in.
What exactly do you do in a Respite room? Does the room have any function beyond killing off one of the rooms on this particular deck? For that matter, can you travel from room-to-room in real time, with battles able to span across rooms?
I imagine you'd want to run with the basic rule that "If you haven't reached the Exit for your Deck by the time you reach the last Room, that Room automatically becomes the Exit." On that note, can you spawn multiple exits on a floor? Personally, I think it'd be fun to have a heightening-danger situation, where when you roll on the table for the next room you add however many rooms you've already cleared (with the Exit coming up on a 7+ or somesuch).
How does terrain work exactly? It'd be nice to have a randomized system for placing terrain, maybe with some recommended regularized terrain pieces that can have their own rules for how you place them, or randomly drawn terrain tiles that determine the terrain of that quarter of the room. Obviously a bit hard to fit all that on one page, but maybe as an optional rule? In fact, I might come up with something similar for personal use if I ever get down to giving this a shot.
I'm also curious about the size: 2'x2' is a bit big, especially for what I would typically assume to be a very cramped Derelict craft. I suppose I'd have to see it in action to make a real judgement, but it may be worth fiddling with rules for smaller rooms, corridors, etc. Again, might try my hand at it sometime (though we'll see where that ends up).
Also, hopefully that's not coming across as hyper-critical or any such nonsense; I think it's a really cool idea y'all have come up with, and the groundworks are here for a really fun game. As far as first-drafts born from a rapid-fire Discord brainstorming session goes, this is pretty solid, and I can't wait to see as it progresses.
Post by brutusaurelius on Sept 30, 2019 0:38:14 GMT
1. The various upgrades will be created at a later date.
2. As of right now, Respite rooms are just burning a room. I may add another effect later tho
3. That's a good idea. As of right now the idea was the very last room would become an Exit. I may change it so that after you clear all the rooms on a Deck, you find the Exit, but I like the idea of having to choose to go deeper or possibly eke out some more XP and points first. So if I don't go with that I will definitely adopt your idea
4. I thought I had terrain rules in there, turns out they were just in Discord. Will fix accordingly.
5. I started with 2x2 because a full Firefight map seemed too big, and 1x1 seems too small. I'll have to see how it feels when I playtest and adjust.
First Playtest went great, but there are gonna be some changes to how things work. We where just getting swarmed from the get go and didn't have any space to maneover. still, it's a great start to what looks to be a great game