Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

cyberdecker

2
Posts
1
Following
A member registered Dec 30, 2019

Recent community posts

You should check out the design commentary on YouTube.  There's a bit that discusses the use of Approaches and it does not just have to be one Approach per challenge/quest.  I think that's a decision/discussion for the GM and players to decide.  But challenges can be multi-part challenges.  I could imagine, as an example, one of the first challenges like "A group of people are camped nearby, no friends of the order" could be broken up into lots of different optional parts.  Find the group, find the leader of the group, gain their trust, get them to do something (help, leave, defend).   

I think the goal is for the GM to find opportunities to make the Knights use Approaches as often as possible to tire them out, or say no and take the cost/complications.  I think this will be the trickiest (and most fun) part of GMing this game is to figure out that balance.

It's a little vague, but how do you see players working with classes?  Is this something that is self imposed on players and how they go about doing things?  Is this a thing a GM might give a bonus for if they do something within the scope of their class?  How have you seen or intend for this bit to be used?