Wednesday, June 19, 2019

Badass Kung Fu Demigods design journal pt 4

So, these rules are a little bit slapped together compared to the previous, still extremely slapped-together, rules. Unlike the previous ideas this really has no equivalent from previous versions of the game and involves a bit more brutalization of sacred cows. 

In previous drafts one element I've consciously avoided has been any kind of meta-currency: no fate points or bennies or hero points or what-have-you. BAKFDG started off as kind of a substitute for Exalted, one of my favorite games in concept (if not execution) and before I made it I looked at a lot of Exalted substitutes made by others. One that always rubbed me the wrong way was FATE, because I felt the central conceit of Fate points clashed with the high-powered setting of Exalted. I felt like it was important that the Exalted not make use of out-of-game metacurrency because it undermined their status as supreme, monolithic badasses. One of the Chosen does not win a fight because they're a main character and a main character always wins a fight..they win a fight because they're a quasi-divine warrior who can punch through castles. 

While I haven't changed my mind, I have come up with a mechanical concept that I quite like and straddles a satisfying middle-ground between "self-reliant ubermensch" and "cast adrift on the seas of narrative". For now I'm referring to this as the Spotlight system. 

Each character has a Spotlight which can be expended in a variety of ways: 

  • Make a Boosted roll related to one of your Defining Traits. 
  • Get Back Up: recover from being KO'd (probably still injured?). Can only do it once per scene.
  • Make a narrative declaration about the scene. These are normally relatively minor, but can be significant if it relates to one of your Defining Traits. 
  • Fill up a Tension Bar. 
  • Trigger a combo (I'll get to this later, assuming I don't decide that combos are ridiculously overpowered). 
Everyone gets a single Spotlight at once and they're "refreshed" once everyone has used their Spotlight. I might introduce a mechanic to restore your Spotlight in exceptional situations, but I like the elegance of just refreshing as soon as everyone has had a chance to use it. This does carry over from session to session, so it will kind of rely on folks not hoarding...but that's also kind of a table problem. Rules can't fix bad players or bad GMs. 

I do feel like I'm missing a use for spotlight I thought of at some point and neglected to write down, so expect the possibility of this list expanding a bit.


5 comments:

  1. You might need a different refresh rule for duet play (that is, one GM and one player), because a single PC would basically have infinite Spotlight...

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    Replies
    1. That's not a bad point, as even a two or three man team could pass spotlight back and forth very quickly. Perhaps spotlight will be refreshed at the start of any Scene where no one has any Spotlight left, so within a Scene expending it has more meaning.

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    2. Yes, I think that would work better for solo PCs and small teams.

      Delete
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