grodog
Junior Member
Posts: 37
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Post by grodog on Jun 1, 2019 16:12:05 GMT
What more can you tell us about the new system, Jeff?---will it be closer to BPv2 or to Upwind in mechanics?
Allan.
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Post by Admin on Jun 2, 2019 4:49:32 GMT
Hey Allan!
Anyone familiar with v2 will recognize the system's DNA, but hopefully they will appreciate the evolution that has occurred. I think the new edition is simpler, faster, more evocative and gives players more nuance in the characters they can make. It is not a narrative system - that would not support the hard sci-fi that defines the setting - but it is not entirely a simulationist one anymore either.
Basic nuts and bolts:
• It is still roll low on 1 to 3d10.
• The number of attributes is greatly reduced - from 14 to 4 - Cognition, Psyche, Coordination, and Physique. You might recall that these were the grouping for the original v2 attributes. Players can assign up to 2 custom focuses to each attribute, giving them +1 bumps in specific circumstances. Players can choose these focus attributes from lists or make up their own.
Example:
Cognition 2 --Observant --Mathematical
Psyche 0 --Sneaky --Charming
Coordination 1 --Agile --Quick
Physique -1 --Handsome --Hardy
So, if the character is in a situation where being Observant is beneficial, their rank is effectively 3. I am toying with the idea of requiring each character take one focus as a challenge - a negative focus attribute like arrogant, sickly or crass, that gives a -1 penatly in certain circumstances.
• The too-long, fixed skill list has been replaced by simple skill sets. These inclusively describe any training, roles and jobs a character has, each in a trio of levels - general, core, specialty. The skill sets themselves can be picked from lists or custom built by the players, so can be as nuanced and evocative as you want. Each has a rank, representing the base target number, and the level determines the number of dice you roll - basically a more user friendly version of the aptitudes from v2.
Example: 4 scientist > biology > genetics
For any tasks a scientist should be able to reasonably do, the player would add the 4 to the characters' Cognition (or relevant focus) score and roll 1 die. For anything a trained biologist should be able to accomplish they would roll 2 dice, and for anything based on knowledge of genetics they would roll 3 dice. Tests use different attributes and skill set combinations in different circumstances. The higher the power level of the campaign, the more sets and rank points (both attribute and skill set) the characters start with.
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Post by Pawel on Jun 2, 2019 6:35:13 GMT
The update/refinements sound cool and I'm very much looking forward to it, but I gotta say - I'm delighted you're retaining the -3 to +3 attribute range as seen in v2. I absolutely love the way this makes attributes descriptive and easy to read.
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Post by Kirche on Jun 2, 2019 9:42:40 GMT
I wasn't a fan of the - 3 to +3 in the v2 system as any minus number seemed to tank the lower skills (I know I'm in the minority in that opinion so am probably missing something ). I do like the system changes that have been made however and can't wait to get my hands on a copy of the rules.
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Post by Pawel on Jun 2, 2019 12:05:23 GMT
Man, I wish I could get to GenCon in August, get some of our questions answered in person. But I'm sure Jeff will unveil bits and bobs here ahead of the Kickstarter.
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bruce
New Member
Posts: 3
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Post by bruce on Jun 2, 2019 20:33:00 GMT
I have loved the game since I first picked it up at Archon so many years ago. I'm loving what I am hearing so far and looking forward to more to come.
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Post by Rrok Anrolle on Jun 3, 2019 1:51:24 GMT
Will there be any kind of guide or advice on translating characters from second edition to third?
It's been a little while since the last campaign I ran, and I had been planning on starting up a new one soon. That was before Recontact was announced.
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Post by Admin on Jun 3, 2019 4:14:23 GMT
I wasn't a fan of the - 3 to +3 in the v2 system as any minus number seemed to tank the lower skills (I know I'm in the minority in that opinion so am probably missing something ). I do like the system changes that have been made however and can't wait to get my hands on a copy of the rules. The rules will soon be available online in the primer we are putting together for GenCon. I should be able to share them within the month!
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Post by Admin on Jun 3, 2019 4:17:36 GMT
Man, I wish I could get to GenCon in August, get some of our questions answered in person. But I'm sure Jeff will unveil bits and bobs here ahead of the Kickstarter. I also plan to offer some online playtests as development continues. I'll post announcements when I'm to recruit players.
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Post by Admin on Jun 3, 2019 4:21:10 GMT
Will there be any kind of guide or advice on translating characters from second edition to third? It's been a little while since the last campaign I ran, and I had been planning on starting up a new one soon. That was before Recontact was announced. A good question that I haven't really thought about. I'm sure a conversion would be fairly easy formalize - and certainly easy to improvise since the basic numbers and their uses will not be that mathematically different. If there's enough interest I'll see what we can do...
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Post by Kirche on Jun 3, 2019 5:00:38 GMT
I wasn't a fan of the - 3 to +3 in the v2 system as any minus number seemed to tank the lower skills (I know I'm in the minority in that opinion so am probably missing something ). I do like the system changes that have been made however and can't wait to get my hands on a copy of the rules. The rules will soon be available online in the primer we are putting together for GenCon. I should be able to share them within the month! Cool. I thought we'd have to wait longer.
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Post by michaelsd on Aug 1, 2019 17:41:48 GMT
I think I will lift some rules over into the old V2 Synergy, as I am not fond of the (over)simplification. My, unwanted , opinion: - I think the numerous attributes were quite in tune with a scifi game an I liked them. The 2 specialisation do not bother me really, yes, I am not sure they are better / needed / should replace aptitude. Altough in V2 aptitude was way too powerful for my taste and used simple bonuses instead, but that is not a big deal. My problem with the descriptors is that they work great in a group which is used to play together. They know what charismatic, etc. means. Less so with strangers. Maybe that is just my experience. - "I am toying with the idea of requiring each character take one focus as a challenge" -> this is a great idea. I like when advantages have disadvantages. - Skill list was fine, not sure I need the skill "packages", but let's see. But, I agree, that V3 is more "current", more appropriate for the current narrative ruleset demands of the market. It is a nice one, grats.
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Post by Pawel on Aug 1, 2019 18:19:25 GMT
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Post by michaelsd on Aug 1, 2019 19:17:19 GMT
Cool, thanks!
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Post by doublea on Aug 3, 2019 6:15:24 GMT
I've got to say the Tracks and Ties system is just really cool. I love designing relationships with the other PCs as part of character generation, really fleshes out the group dynamic right from the get-go!
I hope that the character generation system in the full version has some sort of throwback to the v1 / v2 system where you built your character by building their past - like, selecting origin, background, professional packages. It looks like there's something very similar looking at the pregens, and I loved the feel that when you finished your sheet you had a -history- built in, which emerged just by going through the process.
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