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Son of Oak's New Game Engine (:Otherscape and Legend in the Mist TTRPG) 

City of Mist
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Son of Oak is venturing into new frontiers! After the success of City of Mist, the studio is coming out with two new games: the soon-to-be-released mythic cyberpunk :Otherscape and the rustic fantasy Legend in the Mist, coming to Kickstarter this February. One is science fiction and the other is sword and sorcery. But there’s one thing that ties these two disparate games together, and that is a brand new game engine!
Legend in the Mist Kickstarter Preview Page: www.kickstarter.com/projects/...
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Article: cityofmist.co/blogs/news/son-...
City of Mist is a cinematic tabletop roleplaying game about ordinary people with the powers of myths, legends, and fairy-tales, searching for the truth in a mystery-shrouded metropolis. Explore the city today at cityofmist.co
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Facebook (Official Page): / cityofmistrpg
Facebook (Public Page): / 236838006660225
Twitter: / cityofmistrpg
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Reddit: / cityofmist
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28 июн 2024

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Комментарии : 118   
@MultiDarknessX
@MultiDarknessX 5 месяцев назад
It has been my thought for years that Moves were the thing that held the game back from really being the most fun it could be.
@HeckoX
@HeckoX 5 месяцев назад
But the Moves are now just Effects, so what really has changed..? You still roll and apply everything exactly like you always have. Honest question, cause I don't understand how just rebranding the Moves is actually a beneficial thing.
@MultiDarknessX
@MultiDarknessX 5 месяцев назад
When a player is trying to do something, more often than not play simply stops while we spend minutes going over the checklist that is a Move (and choosing between Moves), which breaks the flow of the game. This change should streamline the process, yielding the same conversation and results without requiring to translate everything into the PbtA codified language of Moves. That, and Moves have the generally issue of removing from the narrative more than they add..@@HeckoX
@noblesseoblige319
@noblesseoblige319 5 месяцев назад
​@@MultiDarknessXexcept now the question will become "uhhh... I have five power but just want to run in the burning building. Is that buying tags from buffing effects, reducing the fire status or am I weakening the flames??? And do I use one-to-one tags, or do I use 2-to-1 for getting/reducing statuses? Can I just get five 'fire safety class teacher' tags? " I honestly haven't seen any real improvement in understanding or swiftness, whether it's in the playtest documents just released, the earlier versions, or other game systems that do almost the exact same thing. If you notice some improvements, I'd love to pick your brain to see if there's any difference I could do to actually make this work better for my groups
@MultiDarknessX
@MultiDarknessX 5 месяцев назад
@@noblesseoblige319 That is something I'm wondering as well actually. I want to see a suitable replacement that makes the core mechanics robusta, but that's something we'll have to find out.
@noblesseoblige319
@noblesseoblige319 5 месяцев назад
@@MultiDarknessX oh, to clarify, I'm referring to the rules they just put out for the Kickstart backers, which is what he was talking about here. So far, the groups I've done them with have the same issues as before that I mentioned. So I'm not sure how different the final product will be if they intend on releasing within a month
@Alchemagician
@Alchemagician 5 месяцев назад
This elegance is exactly what I let you guys know was hoping for in my response to the survey you all put out a couple months back - so thrilled to see such a clean design emerge for the Mist Engine!
@MagiofAsura
@MagiofAsura 5 месяцев назад
Cant's wait to see how Legend in the mist develops!
@studios5025
@studios5025 5 месяцев назад
Can't wait to playtest this engine! I wonder how the "ask questions" mechanics from the Investigate move will translate into this new system. It's something I really like about CoM :)
@Alchemagician
@Alchemagician 5 месяцев назад
While I don't know how it works either, I think you can probably still spend Effect as currency to ask some questions.
@V-vision
@V-vision 5 месяцев назад
That would be the Discover effect. It sounds fairly similar. Use 1 power to discover 1 valuable detail
@NomadOfEndings
@NomadOfEndings 5 месяцев назад
If you want more detailed info, a lot of the playtesting is being discussed over at the City of Mist Discord right now, best way to describe it while I'm in a hurry.... There's now multiple ways to handle the Investigate Move from CoM, depending on how your going about investigating.
@noblesseoblige319
@noblesseoblige319 5 месяцев назад
It's the exact same thing. They just call it "discover". You discover one valuable detail per each power you have. It's literally the same thing as getting info per clue.
@NewSkin0037
@NewSkin0037 5 месяцев назад
Been running a CoM game for almost four years. A lot of the moves felt nebulous at times, so excited to see things streamlined. Hoping there is a conversion PDF sooner rather than later, as mentioned in the video, moments of evolution and upgrades my players took need a bit of clarifying. Like the move a PC took to make Face Danger rolls Dynamite. Never been much of a mechanics designer myself so unsure how to bring that back. Still tho, excited to back Legend in the Mist!
@anlumo1
@anlumo1 5 месяцев назад
Dynamite is now called Edge, and it is just very generic "attain greater success without taking consequences, or still take consequences and achieve exceptional success" on quick outcomes and +1 or +2 power respectively on tracked outcomes. The details are up to the game group.
@bryangutierrez5
@bryangutierrez5 5 месяцев назад
​@@anlumo1 where can one find details of the new system?
@anlumo1
@anlumo1 5 месяцев назад
@@bryangutierrez5 It was sent out to backers of the Otherscape Kickstarter.
@Drawoon
@Drawoon 5 месяцев назад
I figured you'd call the engine "powered by the mist"
@JeffBradleyWrites
@JeffBradleyWrites 5 месяцев назад
Sounds awesome! Do you have any plans to release just the engine itself? I'd love to have a setting-agnostic copy of the engine that I could use for my own homebrews.
@mouse_roar
@mouse_roar 3 месяца назад
Awesome idea! Even as-is, though, I feel like homebrewing would be super easy! We could just use the ruleset as-is (with tags, power, statuses, progression, etc) and make custom themebooks for the setting we want to use. The real meat would be in adding special rules surrounding themes, like City of Mist requiring the flip-flop between Mythos and Logos tags. As opposed to D&D where there's a bunch of stat crunching to do for a new class in order to balance it with extant classes, themebooks are a series of questions that the player is told to answer (mostly) narrowly. For me, that makes custom theme books super inviting and easy to make. We could even adapt books from across the three games as it fits the setting, which I think is super cool!
@V-vision
@V-vision 5 месяцев назад
Very excited for the engine, especially in Legend in the Mist. I've backed Otherscape, but full fantasy has my heart lol. How about the "Rooted in the Mist" Engine? It takes from the Sons of Oak name and shows that it was derived from City of Mist but adjustments have been made.
@theescottiep
@theescottiep 5 месяцев назад
I got the whole City of Mist set with the KS for Otherscape, but have not dug in yet as we primarily play D&D 5e. But these videos get me hyped. Please continue to make these as I think they are really helpful as I start to dive into the text.
@noblesseoblige319
@noblesseoblige319 5 месяцев назад
It's so fundamentally different to dnd that I recommend that you watch someone play it first. Of all the (mostly dnd) gaming groups I've been in, who also tried the system out, around 10% actually enjoy city of mist. Everyone else wasn't a fan of how it works at the core level (which is understandable).
@adammcateer539
@adammcateer539 5 месяцев назад
Nice update and looking forward to legends on kickstarter.
@Alessandro-vv2fh
@Alessandro-vv2fh 5 месяцев назад
Absolutely eager to test it out! In my experience (as a veteran PbtA/FitD fan, as well as an MC of two campaigns of CoM) City of Mist definitely was held back by the amount and complexity of its moves, despite having already a bunch of moving parts with tags and statuses. The game wanted to be leaner, but wasn't very elegant all things considered. Streamlining the engine might be a good direction for your games to go.
@eriksalholm
@eriksalholm 4 месяца назад
Looking forward to checking it out!
@richfowler6827
@richfowler6827 5 месяцев назад
Moves are great for games that are not as open as CoM can be. This is great news across the board and I incredibly excited for Otherscape and Lengend.
@paulinab3229
@paulinab3229 5 месяцев назад
Wow! Nice! I'm also looking for this new engine, and maybe I will try use this engine for CoM (or other game) - it will be much easier to play. But I'm not sure that all CoM should have cutout the moves. If I play only from time to time that easier version is better but if you want game with more structure the original is the winner. However, I'm looking forward next news about new engine 😁
@13alazs
@13alazs 5 месяцев назад
Me and my group just started character creation for a city of mist campaign. They love it, but they are not sold on the rules yet. To be honest, me neither. The moves feel a bit more complicated than useful. However, I really like what I'm hearing here. I think probably even if we don't get a conversion pdf, I will do the conversion myself.
@innocentgreen1338
@innocentgreen1338 29 дней назад
I cannot WAIT to play Otherscape!!! And now that I hear these revamped rules I'm even more excited! ❤😁🤘
@faxmachine1162
@faxmachine1162 5 месяцев назад
You guys may not be planning on releasing an update yet, but I imagine my group would be more than happy to implement these changes!
@blincey
@blincey 5 месяцев назад
Super excited!
@PigSoldier1
@PigSoldier1 5 месяцев назад
Sounds cool, I'll have to see it carefully
@HeckoX
@HeckoX 5 месяцев назад
As someone entirely new to the CoM mechanic, I see absolutely no change. It's still "one roll" (2d6), like it was before. You still add and subtract tags for power/penalty, like you did before. Your thresholds for success and failure are still the exact same as they were before. The only difference I see is that it's now harder for a new player to understand what they can and cannot do, and what the consequences of failing (or even succeeding) are, because you've done away with established moves. Except you haven't; they've just been rebranded "Effects", but are now less clearly defined and more confusing to understand for a new player. So what exactly is the beneficial change..? Like, I'm obviously missing something, but can someone explain what it is?
@mrksimka1159
@mrksimka1159 5 месяцев назад
The change is primarily beneficial for people who spending too much time trying to tie their actions to a move and then overthinking results of a throw. Trust me there’s too many people who new to pbta who does this. Yes the downside that people who get “choice paralysis” now will get it ten fold but at least it will stop debates at the table “Am I doing this move or this move” and made first example just throw the fricking dice!!!
@HeckoX
@HeckoX 5 месяцев назад
​@@mrksimka1159 But why are the players doing that at all? My understand of how a turn in "Classic" CoM goes is: - Player (cinematically) explains their character's intended actions - MC tells the player what type of move to roll for - Player rolls, adding bonuses/penalties - The move resolves The responsibility of "converting" intent to a mechanical move falls on the MC. This is great for new players, because they don't need to be as well-versed in the rules, and a single-page cheat sheet will help them in understanding their options for the type of roll the MC has asked for. Under the new engine, it sounds the full responsibility falls on the player, which effectively raises the barrier of entry. You need a deeper understanding of the rules, and can't just "give the game a shot" anymore.
@mrksimka1159
@mrksimka1159 5 месяцев назад
@@HeckoX to answer the question at beginning. Because it’s the players who doesn’t read rules look at the moves sheet and do it backwards from how you described (which is intended way) they always go “I wanna apply move x now how I’d do that?” It’s board game junky munchkin gamers who do that, I have friends like that and speak from experience they usually despise any rules light from get go and wanna go back to PF/D&D ASAP. Story driven ttrpg players don’t think mechanics and just describe actions applying “what can I do” not “what am I allowed to do” logic and would not feel like they have barrier of entry because of this change. Hopefully I explained it clear.
@HeckoX
@HeckoX 5 месяцев назад
​@@mrksimka1159 I get what you write, I just disagree. The new engine, as I see it, now puts added stress on exactly the storydrive TTRPG player. Describing actions have gone from "what can I do?" to "what can I do, and which Effect allows me to mechanically accomplish that?" If it sounds familiar, it's because it's the exact behaviour you were trying to avoid; focus shifts from cinematic shenanigans to mechanical "what actions to I need to take to apply effect X?". It saddens me, because part of the charm of CoM for me was that players had complete freedom to think only of "what would my character do in this situation?" No rules, no mechanics; just complete immersion. It also meant the a fresh-of-the-street player on session 1 could be almost as proficient as a 5-year veteran on session 1000, and everyone could have fun. This seems to have be done away with, and instead the system is being catered to those who we playing it "incorrectly" (based on intent)
@mrksimka1159
@mrksimka1159 5 месяцев назад
@@HeckoX funny how we see same issue from two different perspectives. I guess it depends on a players and Master mostly because your experience says it will create problems meanwhile mine says it negates it. Well this is rhetoric by this point (I hope I use word rhetoric correctly in this context lol) because we both said our pieces the only way to actually see it to try this new engine.
@FMD-FullMetalDragon
@FMD-FullMetalDragon 5 месяцев назад
Definitely a blend of Fate and PbtA. I'm all for it. 😊
@mrksimka1159
@mrksimka1159 5 месяцев назад
City of Most already was blend of this two. They just now realized they need to lean more towards Fate and leave out the most tiresome pbta mechanic.
@bananabanana484
@bananabanana484 4 месяца назад
Honestly, I love it! This has gotten me excited, and helped me get past my writers block for a game system I’m trying to design. It’s a spell-crafting system where you use a base spell and add an attribute you know of. This allows you to create spells on the fly, while still making each character unique in their spellcraft
@kalleendo7577
@kalleendo7577 5 месяцев назад
Awesome!
@dlcbook
@dlcbook 5 месяцев назад
I love how SoO step by step to approximate to my vision of them game system :)))
@GameCarpenter
@GameCarpenter 2 месяца назад
I'm conflicted. I feel like the simplicity is great especially because you may not have to worry about which move is being invoked, which can be a tricky issue for a number of reasons. The cost, however, is that the move specific roll results were very helpful in guiding the action, especially in terms of consequences (of both the move and the failures / partial successes.)
@niko3648
@niko3648 3 месяца назад
Powered by the mist
@user-lg9do2pu5i
@user-lg9do2pu5i 4 месяца назад
Спасибо большое за вашу потрясающую систему. Она гениальна!
@jean-marcbelanger1947
@jean-marcbelanger1947 5 месяцев назад
Really looking for this one. 😊😊😊
@lycaonlycos2140
@lycaonlycos2140 5 месяцев назад
This sounds like beeing very close to Vagabonds of Dyfed... just more heroic and less dark
@ruemere
@ruemere 5 месяцев назад
Two things. Some tags are clearly stronger than others and as such should bear ratings. For example, Herculean Strength is probably worth more than Strong as an Ox, and a Small Handgun is unlikely to be as difficult to hide as an Assault Rifle. And so, do consider adding a number to extraordinarily strong tags. The other thing, I really love the dynamic of "do reasearch - earn a question". Please make sure that being able to ask questions is not limited to extraordinary feats.
@noblesseoblige319
@noblesseoblige319 5 месяцев назад
The entire purpose of the tag based system is that every tag has equal weight. Hercules and a bartender can have the exact same number of tags to duck and cover from a drive by shooting. One may have "god like reflexes" and the other "oh great, another shooting", but they have the same mechanical benefit. There is no "stronger tag". "Bullet proof" and "indestructible" tags are the same as "old dusty Kevlar vest". It's weird and just means you need to get creative with describing the action. Strong as ox means you throw a chair at someone. Herculean strength means you throw half the room at them. As for your assault rifle example... That would be where a weakness comes in. Maybe the larger weapon has a "hard to hide" weakness. Otherwise.... They are the same.
@ruemere
@ruemere 5 месяцев назад
@@noblesseoblige319 Well, Kevin said in the video that they intended to make the system less handwavey. Adding ratings or adding multiple tags that would boost certain activities would support that intention.
@noblesseoblige319
@noblesseoblige319 5 месяцев назад
@@ruemere he said that, sure, but they released most of the book for backers already, and it is just as handwavey as normal, if not a lot more so. They say it's for "playtesting", but they made it very clear that they fully intend to start their next kickstarter in February, which they promised they won't do until the pdf for otherscape is done. Meaning there's basically no way they would make any big changes at this stage. It's mostly to see if there's typos or if they need to clarify a tiny thing here or there.
@ruemere
@ruemere 5 месяцев назад
@@noblesseoblige319 Thanks for the heads-up. Haven't had the time to review the materials yet. I'm fine either way, I can also house rule things if I need to.
@superdoombro
@superdoombro 4 месяца назад
No, the tag system already takes care of that. Power=narritive significance, not absolute power. You can punch a zombie across the room, but only dealing a teir 1 status because you only grazed him. You character is massive strong, but its such a small part of his character he can never utilize it as well, or it ends up going wrong more then right. Its like watching batman fight Solomon grundy. Grundy should obliterate batman in one punch, but only manages to land glancing blows or swat him away. Do you want it to be +2? +3? Just pick extra tags that compliment it. "Hurculean strength", "mighty punches", and "Crushing grip" are going to give you that +3, and the tradeoff is that you spent 3 tags on it. This has the side benefit of making high powerd moves more specific. If I have "strength +3" that means anything I can add strength to is automatically +3, which is very easy to do. However if I use the above examples, I'll get a +1 to throwing objects, moving objects, or breaking through walls, a +2 to grapling, climbing, but a +3 to fighting. That way the stronger the move, the narrower the application, and less characters who are "Hurculean strength+3", "invisible +3", and "Super genius +3 "
@castbet9183
@castbet9183 5 месяцев назад
I’m excited to play! I’m curious about how combat is gonna be tracked like: classes, ancestries, backgrounds, feats, etc
@noblesseoblige319
@noblesseoblige319 5 месяцев назад
It doesn't have any of those whatsoever. At best, you can turn them into themes for one of your four themes, but it wouldn't be any different than a normal theme.
@simonsayz3925
@simonsayz3925 2 месяца назад
how freakin cool does this otherscape character sheet look ? 6:00
@gonzaPaEst
@gonzaPaEst 5 месяцев назад
I see that the 2023 trend of changing a couple of things from existing game engines and caliing it a "brand new" engine will continue in 2024.
@Tilltolz
@Tilltolz 5 месяцев назад
truer words have never been spoken
@noblesseoblige319
@noblesseoblige319 5 месяцев назад
That would actually be better. A lot of things are just given different names but are functionally the exact same. They "removed moves" but have effects that are just moves. If anything, they are worse moves because there's no difference for the type of hit you get (just "consequence or no consequence"), and there's no variations of moves. You don't need to change the game to hit with all you got. You just... Do "toe to toe" for everything, essentially
@woj_kal
@woj_kal 5 месяцев назад
City of Mist have many abstract concepts. Here sounds even more like this.
@Rob80140
@Rob80140 5 месяцев назад
CoM is based on FATE and PbtA, but this sounds like making it even more FATE... Why? I like the moves & would have rather seen a simplification of all that Juice/ Story Tags etc. stuff... That's too complicated & would have been an useful improvement... Nevertheless, great game, Son of oak.👍
@noblesseoblige319
@noblesseoblige319 5 месяцев назад
Super Unpopular opinion, but I'm really not a fan of reminders about the new Kickstarter when this one literally isn't even finished yet. As in, the game system itself, not just the book, is still being worked on. Especially if the new one is going to be using the same framework as otherscape. Just seems super weird to me
@paperwatt
@paperwatt 5 месяцев назад
I wonder if you can mix and match what you spend the power points on after you roll. I guess it's based on the tags, right? If you have a way to deal damage but also learn more in one roll, could you do it? TLDR, do you just pick one effect or can you mix and match what you spend power on?
@noblesseoblige319
@noblesseoblige319 5 месяцев назад
You can mix and match. The same roll can hurt an enemy and help an ally if you have enough power and describe the move in a way that allows for that
@superdoombro
@superdoombro 4 месяца назад
Have you guys considered that power being bonus to hit and amount of effect is too swingy to balance around? What if you still added power to the success role, but the degree of success = number of effects/consequences? 6 or lower = 3 consequences. 7-9= 2 effect, 2 consequence 9+ = 3 effect, no consequence. (Nat 12 would be +1 effect, nat 2 would be +1 consequence) You could balance enemies/threats so they aren't so swingy this way, and keep players from bulldozing with a +5 to hit with a tier 5 status.
@adamkotucha6805
@adamkotucha6805 5 месяцев назад
With all due respect, one of the weakest point of CoM mechanics was, that PCs don't have special moves like in almost every PbtA games, so the development of the character and Its individuality were flat (or even no exist). During longer campaign, it was a struggle to repeat the same general moves hundred times, when difference between the players' were often tag semantic and one general improvement. And with such a mechanics as presented here (without any moves at all with individual outcome) we're heading toward game engine: "Describe what you do and throw a dice, if it's less than 7 it's not good, but more than 7 it's good" - and that's all. Seems a not very good decision for me, but I would like to see this in a full version.
@noblesseoblige319
@noblesseoblige319 5 месяцев назад
I agree. The purpose of com is basically that using your tags and doing things is secondary, and the main game is swapping themes. They want you to hate using the same tags over and over, because they want you to lose and gain themes with wildly different tags. Everything else about the game, even things people like about it, all seem like extra add-on features to the core game. And I feel like that core is not something some people will like doing long-term. Probably the nicest way I can word that lol
@AndrewMartinNZ
@AndrewMartinNZ 5 месяцев назад
Changing moves to become tags is a great improvement.
@HeckoX
@HeckoX 5 месяцев назад
How though? Moves still resulted in tags, didn't they?
@AndrewMartinNZ
@AndrewMartinNZ 5 месяцев назад
@@HeckoX Now tags and the dice roll become result tags. Simple and direct. Though really the 2D6 could be simpler.
@noblesseoblige319
@noblesseoblige319 5 месяцев назад
​@@HeckoXit's just condensed. For example, the investigation and take the risk moves don't give tags. They just give info or.... Let's you do something silly, I guess. At least now any move gives you the option to get tags or statuses, no matter what the move is
@HeckoX
@HeckoX 5 месяцев назад
@@noblesseoblige319 Doesn't the Discover Effect also only give info?
@noblesseoblige319
@noblesseoblige319 5 месяцев назад
@@HeckoX kind of, yeah. It's slightly different because the discover move CAN give tags/statuses (like "weakness discovered"), or just info. And you can in the same move and same roll, use some power on getting info from discover and getting tags from any other effect. It just basically shoves all moves into the "change the game" list of effects. Don't get me wrong. I'm very much in the "this is not a new game engine. It's the same damn thing" camp. But that teeny tiny difference is how it's different than before. It's not much different, at all, but that's the biggest one
@Nvrmr_
@Nvrmr_ 5 месяцев назад
Feels a lot closer to BitD now
@quickanddirtyroleplaying
@quickanddirtyroleplaying 5 месяцев назад
When it comes to spending Power to buy effects, is that based on the Power you have before it's adjusted by negative tags or is it based on net Power (after incorporating tags?) If your net Power is 0 or lower, how would you buy effects on a successful action roll?
@noblesseoblige319
@noblesseoblige319 5 месяцев назад
It's the net. There is still a minimum power but... It's buried in the rules and super easy to miss.
@quickanddirtyroleplaying
@quickanddirtyroleplaying 5 месяцев назад
@@noblesseoblige319 Thank you for answering my question 🙂
@quickanddirtyroleplaying
@quickanddirtyroleplaying 5 месяцев назад
@@noblesseoblige319 If net power is what's used to determine effect potential, that creates a couple of strange situations. The first is that having a low net power (+1 or less) makes it more difficult to apply the weakest of effects (one tier-1 effect), while applying stronger effects or more effects simultaneously is easier to accomplish. In essence, potency is tied to accuracy. As a consequence of potency being tied to accuracy, it seems like there's no way to, for example, apply a tier-3 or tier-4 effect when your modifier to the 2d6 roll is 0. In other words, there doesn't seem to be a mechanical representation of high risk for high reward when net power is used to buy effects. This is actually quite a different paradigm from how other PbtA games usually handle potency, which is that the more favorable the outcome, the stronger the effect that you can apply. Blades in the Dark handles this with the pre-dice roll discussion of what a character's position and effect would be given the current situation and action being used; it's kind of loosey-goosey, but it works due to inductive reasoning and established precedents.
@noblesseoblige319
@noblesseoblige319 5 месяцев назад
​@@quickanddirtyroleplaying to clarify, with power you can buy a tag for one power, or a tier of a status for two power per tier. If you get 7-9, you have a minimum of one power, and 10+ is a minimum of two power. Yes, this means if your net power is less than two, you can't get a tier 4 status on your enemy. However, just like city of mist, there's a system for adding one status to another. So getting "bruised-2" and then "bruised-2" again means you now have "fracture-3" (or whatever silly word you want for being hurt). So it IS still possible, just more time consuming. It's not different to how City of mist already worked. They just say it is, but functionally, it's the same thing, just a little bit worse, since "hit with all you got" doesn't exist and was the best way to quickly get a danger out of the game
@thedennisphere
@thedennisphere 5 месяцев назад
I'm very excited. This sounds promising. I also agree that there's no need to touch the existing CoM rules. They work.
@HestiaVesta
@HestiaVesta 5 месяцев назад
I'm excited too and hope my family will be interested in trying it
@NomadOfEndings
@NomadOfEndings 5 месяцев назад
The new rules DEFINITELY streamline and make things go much quicker.
@WadeTripp
@WadeTripp 5 месяцев назад
I am wondering if the legends of mist will be very non-crunchy.
@noblesseoblige319
@noblesseoblige319 5 месяцев назад
Given how they are both Going to use this same engine, the answer is probably a large "yes". They really, really don't want crunch in their games.
@TheTYMONGER
@TheTYMONGER 4 месяца назад
Will you redo the old City of Mist to the new Mist Engine?
@anlumo1
@anlumo1 5 месяцев назад
One of the major changes of this rework is that in the older system, attacking someone always caused a counterattack even on a 10+, unless one power was spent on avoiding that. Apparently this counterattack doesn't happen any more?
@NomadOfEndings
@NomadOfEndings 5 месяцев назад
It does, the playtest is almost fully complete but yes, counterattacks are still available.
@anlumo1
@anlumo1 5 месяцев назад
@@NomadOfEndings How? There is no special move for attacks, so the list of options for attacks that's in CoM is also gone. Note that I have access to the playtest and have read through the rules many times.
@peppa4412
@peppa4412 5 месяцев назад
@@anlumo1 You can go check out the action directory. Basically, now we don't have the set list of consequences for different actions, but rather the MC choose what could be potential consequences depending on what they established and the narrative of the player action. If they score a miss or a mixed success, a consequence can happen, and counterattack is one of them. The difference now is that a counterattack always happened in previous Moves system, now it's more up to the MC to make it happen, or choose something else as a consequence, or just not bother with it at all. So there's more flexibility to it, but it can still happen.
@anlumo1
@anlumo1 5 месяцев назад
@@peppa4412 Yeah, so the automatic counterattack is gone, it only happens on a 9 or lower result.
@noblesseoblige319
@noblesseoblige319 5 месяцев назад
The counter is if you roll 7-9. That's it. I guess technically you can willingly get a counter even on a 10+ by choosing "take the consequence for an additional power", but that is really, really undesired for the player.
@jkytvr
@jkytvr 4 месяца назад
PLS BRING IT TO BRAZIL!!!! 😭😭😭😭😭😭
@furtivedolus2504
@furtivedolus2504 4 месяца назад
Can we please stop calling game RULES a game engine. These are not the same thing.
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