I really like this! The tweaks you did to the Paragon system are good. Are you planning on creating any more Assignments?
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Oooooo! Pretty! I like the redesign graphics.
I haven't played AQNP yet but I've run/played a campaign of Agon and have read a few other Paragon games. The changes I liked are
- The revitalization mechanics where you come back with an advance but a higher starting stress. This is great in how it amps up the narrative stress. The characters are more powerful due to the advances but also a bit broken and more likely to die again and likely going against bigger odds since the story is underway and the danger is likely in your face.
- The stress bonus looks like it is a fun press your luck mechanic
Looking at your new player sheet, I really like where you are heading with the Domains and the Brand Loyalty (previously Perks). The Domains/Perks in the current V1.1 work fine but they are a bit "generic" and whereas your new ones really capture more of a narrative feel. This is especially true with the new Brand Loyalty which really pushes the corp narrative hard.
I've started working on a Paragon game that is basically Lost in Space, with a crew jumping from planet to planet in search of home — or at least a planet they could call home. After running an Agon campaign, I realized that the system would work perfectly.
I realized in starting to develop it that figuring out what the Domains are and how Divine Favor remaps is one of the main keys to making the narrative of the game woven in with the player mechanics. Odyssey Aquatica does this well. Curiosity, Determination, Subtlety, and Warmth just work so wall for the theme. They aren't just renames of Str/Dex/Wis/Int. And the odd mix of gear and training is perfect flavor — I soooo love "Marine Friend"! The game Deathmatch Island also has a great Domain list (with a bonus special Domain) that really drives home that they are contestants. On the surface, Deathmatch Island replacing Divine Favor with gear seems dull but in this case it works, since the limited use really drives home the feeling of hard won weapon/gear drops.