Slight change of plans!
September 28, 2021
Hi there! 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. I decided that it would probably be more confusing to release it as-is given that fact. So my goal is to release an update to the core book, and once those changes are settled, propagate those changes to ACES HIGH. I'll make a follow-up post detailing the concepts there.
Expansion Chat 3: Tyrants
September 14, 2021
Hi there! 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.
Expansion chat 2: Campaigns
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. 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.Crisis Advances
Expansion chat 1: Experimental Loadouts
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:
v0.2 release!
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: Enjoy!Attributes
Integral Systems and Traits
Armaments
Modular Systems
Frame Damage
The GM Turn
Enemies
As for mechanics for serious, named threats, well...stay tuned.
Thoughts about v0.1 -> v0.2: Frame changes and enemy changes
August 26, 2021
Hi there! I’m going to talk about some changes to enemies, as well as two minor changes to Frame abilities. 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. The solution is to double the number of Moves taken on the GM Turn. Given the restriction on any given enemy attacking more than once per GM Turn, this doesn’t have much of an impact on suboptimal play, but it makes sure something can happen. This needs more testing at high numbers of PCs, naturally, and Colossus enemies should be given another look given this change.Enemies
Thoughts about v0.1 -> v0.2: Frame Damage and Tags
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 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. However, it’s designed to avoid “death spirals”: this is why Vigor and Tension are restored to full and max Tension goes up. It also provides a nice arc in combat, in which a Frame that’s been taken out can come back restored and ready. Frame Damage
Thoughts about v0.1 -> v0.2: Attributes
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! So part of my goal from the beginning has been to make sure every available statline makes sense. I had started with 7 attributes, but in my initial round of local testing, my conclusion was that players who chose a 4 were simply more advantaged than those who didn’t and didn’t have to give much up for it. So in an effort to curb this I added two changes: I reduced the number of attributes to 6 and added Attribute designations to each Armament (with two potential attributes each). This would mean that 4-havers would be forced into 1’s in their other two attributes, greatly hampering them out of combat and in combat (because they’d only be able to use 8/12 Armament types effectively). It also has the side effect of making the different attributes feel different mechanically.Attributes in v0.1
First post! And later expectations.
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! 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.v0.1 of the game was released!