September 28, 2021
Sorry for the radio silence. I’ve been working at ACES HIGH and also preparing a different project (to be announced shortly)! ACES HIGH is basically done pre-editing in its current incarnation. But “current incarnation” is the key.
I’ve been thinking about the core mechanics and I’m going to make a few major changes to how certain things work - something that’ll take things further away from core LUMEN and lean a little more some mecha concepts I wanted to emphasize.
September 14, 2021
Tyrants were the biggest reason I decided to fast-track this expansion over creating premade missions. If you’d been paying attention to v0.1.0, you might have noticed that Prime enemies got a downgrade between versions. This is because originally Prime enemies were supposed to fill the role that Tyrants currently fill. But as I playtested, I decided they needed to be their own thing.
A Tyrant is a serious enemy.
September 9, 2021
Hi there! In this post I’m going to be talking about the Campaigns section of the upcoming Aces High. Specifically, the mechanical bits: Crisis Advances and Moonshot Advances.
Crisis Advances # The idea behind Crisis Missions is that they’re intended to add points of challenge and tension to an otherwise power fantasy-oriented game. But when the consequences are simply narrative, this can create a disconnect when the Aces' actions are otherwise unaffected by these encounters that are supposed to signify increasing danger to the place they call home.
September 4, 2021
Hi there! I’m going to both announce a supplement to APOCALYPSE FRAME core, tentatively titled Aces High, and also talk a little bit about one part of it. The supplement is going to be bundled in free with the core book because it contains stuff I feel is necessary to an experience that feels complete. (Also, it gives you an idea of what I’ll include in future non-bundled supplements.) You can see my current overview spread for it below:
August 31, 2021
Hi there! As promised, I’m releasing an update to APOCALYPSE FRAME after some re-reading, testing, and thinking about the system. In addition to general cleanup, the changes are as follows:
Attributes # Attributes for every character are now 3 in one Attribute, 2 in another, and 1 in a third. Between missions, you can swap your 3 for your 2 and your 2 for your 1. See the devlog here for my thoughts on the matter.
August 26, 2021
Hi there! I’m going to talk about some changes to enemies, as well as two minor changes to Frame abilities.
Enemies # The biggest change to enemies is going to be the number of activations on the GM Turn. Prior to this, the GM would take a number of Moves on the GM Turn equal to the number of Aces. With the amount of tools Aces have at their disposal, however, this doesn’t end up being enough to make much of a dent relative to the number of Drops with a modicum of smart play.
August 22, 2021
Hi there! As promised, I’m going to talk about some other things that will be rebalanced for v0.2: Frame Damage and (a handful of) Tags. Some of these were revelations I had while testing, but others were a function of considering how things came together more closely.
Frame Damage # Frame Damage is the consequence of losing all of your Vigor. It’s intended to show wear and tear on a Frame that’s taken significant punishment and raise stakes in combat.
August 15, 2021
Hi there! I’m going to be releasing dev logs for my process periodically. Especially as the game progresses and gets more content, it’ll probably make some decisions (in the past and future) make more sense. Hopefully it’s of some use to someone!
Attributes in v0.1 # In v0.1, the LUMEN Force/Flow/Focus attributes, Drive/Speed/Control, must simply total to 6 - minimum 1, maximum 4. This means you’d get the various permutations of three arrays: 4/1/1, 3/2/1, and 2/2/2.
August 13, 2021
This is the first development log post for APOCALYPSE FRAME! Thanks for taking the time to read it, and thanks so much if you’ve purchased/downloaded the game. Please let me know what you think!
v0.1 of the game was released! # A fully playable version of the game is released! It’s got enough content to last a group a good while, advice that will help a GM run both long-form and short-form games, and ideas to help spur creativity.