Update on Next Playtest Version

The next playtests version is well on its way, and I thought I’d share a few of the changes that are coming.

Skills are now paired with Assets to represent more of a character’s abilities and traits.

Roll difficulties and results have been adjusted.

The Transformation rules have been rewritten and simplified.

The conflict system has been updated vastly.

Motives have been expanded into a much more flexible system of goals.

Several new Traits have been added.

If all goes well, the next version will be out in a week or so. Until then, happy hunting.

Zed.

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3 Comments


  1. // Reply

    Will there be asset bonuses given by race, or do you want to give that as great a “canvas” approach as possible?
    I saw that each race came with a set amount “genetics pointbuy” as it seems to be.

    With the combination of assets and skills, you are combining the two branches of thought “Genetics” and “skills”

    An interesting organizational layout for the stats would be the asset and the “child” skills that get bonuses from that asset.

    Going to post more replies to your stuff, I like design and I play a LOT of dungeons and dragons.

    An opening for a mechanic that I saw: Orgasm intensity.

    The number of “X”s formed by the arousal and pleasure being a scale, letting a check result of 15 potentially max out the “x” bar. Interesting ramifications, but I think that orgasms should have a non-binary quality, and there is already a function that would indicate scale. Also it indicates in-character edging, letting the pleasure bluild, edge, and recede.

    There should be an “edging” counter as well, because that is definitely a thing that intensifies the experience.

    Different arousal rules for pregnant women.

    Also, including the angle of workplace romance in a sex-infused world be awesome! Not my cup of tea, but lots of people like that sort of fantasy, and fully articulating slice-of-life would heavily enrich the game in my opinion. It could potentially be pen and paper sims.


    1. // Reply

      Interesting points, but in general I think the simplicity of the game works as it is. The goal is to provide a framework for character and story, with just enough mechanics to guide those things. It is an idea I’ll consider though. Thanks.


  2. // Reply

    Also, my apologies for the extremely pretentious and rambly post!

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