Finished the story seed. I'm not super happy with it. It didn't come together like the other ones did.
Steampunkfitters has also been submitted to the Ennies! It's an extreme long shot but they were complaining that they weren't getting a lot of entries this year so I thought "Why not?"
I've been thinking about terminology. Right now the SPF system uses "Methods" and "Tricks" for it's active resolution mechanism. Would changing the terminology to something more setting specific help by building atmosphere or hurt because it adds a layer of obscurity? (Not that methods and tricks arn't obscure enough already.)
I was thinking of changing the terminology of Methods to Pipes and Tricks to Valves*. It helps to tie the steamfitters concept together with the name of the game.
*although this will break my story generation section that uses "valves" to explain opening up story possibilities. I may have to just come up with something different for that.
The same could be done with inventions. I don't really have a good name for what i've just been calling "items" that are purchased to create an invention. Giving them a name like invention pipes helps to convey the idea that this is all modular.
In the end I could call Methods, Skill Pipes and Tricks, Skill Valves, which would leave open the possibility of different kinds of pipes and valves.
On the one hand the terms I'm using now are pretty abstract. I think this move would enhance the style of the game but I don't want it to sacrifice the functionality of the game. Do you think the names Pipes and Valves is more or less descriptive? Does it bring things into better focus or obscure it?
Here's a question (a little overdue since I've started playing). Is there any benefit when during character creation multiple types of the same skills. (ie marksman ship for a solider & hunter)?
Because if there is not it maybe viable to add in alternate skills, if you already have one, OR possible specialization (like you do with methods by allowing a signature) to a single trick?
Check out Realms of Lore (RoL) at the RPGLabratory. (Rules) (1st Adventure) (2nd Adventure) (3rd Adventure)
As things are explained in the basic game. . . no. I do have a rule up on the wiki that says if you buy a skill twice and are only using that skill in a turn you can use six slots, if you buy it three times you get seven slots, but that's the max. I didn't mention that this could and maybe should apply to char gen and buying events.
I'm slowly working on more skills but they're really hard to make. I caught your request for a hunting skill and you're right it should be in there, at least on the wiki.
As for alternate skills, are you thinking of having "if already purchased char gets x?"
Haven't looked at the advanced rules, and I must have skimmed over the portion of the book that deals with this. Guess I should read things slower
Yes, if you have X you get y, with y being a possible derivative/specialization of X.
Say if you already have marksmanship from Soldier, and get it again from Hunter, get Long-Rifle, if you gain marksmanship again from say Pirate gain access to Pistols?
Long rifle: When using any firearm weapon that by definition would be considered a rife or long gun gain: +1 to Aim, and The Trick: Shot Placement (+2 Perception, +1 Agility)
Pistols: When using any fire arm that by definition would be considered a pistol again: Quick Draw +1, and some skill just for use with pistols.
My thoughts are they should be pretty specific, and only add a one or two modifiers, as a way to show your "specialization/talent" in that skill.
Check out Realms of Lore (RoL) at the RPGLabratory. (Rules) (1st Adventure) (2nd Adventure) (3rd Adventure)
Possible Hunting Skill write up, not sure if it matches your game balance.
Hunting: This is a general skill of tracking and bagging game animals. Be it for trophies or food. This skill is used to over come the natural abilities of game animals, from rabbits and other small game, to that of bears and similar dangerous torphy animals.
Attribute: Perception & Agility
Methods: Shot Placement- Perception +1 Every hunter knows the best way to bring an animal down quickly and cleanly is placing your shot properly. The most common is the heart and lungs area.
Lead the Target- Agility +1 Taking game on the move requires not only calculating where the target should be, but also gettiing and keeping the proper lead to that when the bullet is fired it meets the target at the right time.
Track Spore- Perception +1 Finding the tracks and signs of animals is more difficult then it sounds. It take s a practiced eye.
Know Habits- Intelligence +1 Hunters school themselves on how thier quarry reacts and where it lives. Knowing that a specific animal dens in tall grass, and prefers to hide when danger is around can make the difference between a trophy to show and a "It got away" Story.
Tricks: Stalk and Shoot - Add Intelligence to Perception, +1 Agility. You move through the landscape watching for signs of your quarry in hopes of noticing it before it can notice you. Then when you do it's up to your reflexes to bring your weapon to bear before the animal can get away. This trick MUST be revealed before the hunt takes place. Stalk and Shoot can not be used with Beat the Brush.
Beat the Brush -Add your Agility and Perception scores together and then devide in half, with each attribute now equal to 1/2 the total of the original scores. You stand in a good vantage as your hired hands use sticks to litterally beat the brush and chase all the game from a specific area.You are ready to shoot whatever rushes free, but not too concerned with anything but the hunt. Pre-requsite: Having NPC help, or trained dogs. This Trick MUST be revealed before the hunt takes place. Beat the Brush can not be used with Stalk and Shoot.
Check out Realms of Lore (RoL) at the RPGLabratory. (Rules) (1st Adventure) (2nd Adventure) (3rd Adventure)