Itch Devlog

v0.1.4 release!

February 22, 2023
Itch Devlog, Anointed

Hi there! Been awhile.

I’d been iterating on ANOINTED briefly over the past 6 months or so, and thinking about it more recently because of Dungeon23/ANOINTED23. As such I’ve finally gotten enough done that I’ve released a v0.1.4.

Brief list of changes:

  • Defenses are all now wildly different.
    • Armor is now subtractive rather than the previous situation, and all Armor now has a Poise to it.
      • The old system was fine but created a bunch of weird problems.
      • This gives it a little more going on than previously.
      • Shields are now basically “you gain a better PD/MD/Poise while blocking, but drain stamina”.
    • Dodge’s 4-5 result now lets you reroll but spend another Stamina instead of its previous thing. (Gets that good “mash dodge button” feel to it.)
    • Parry now only works on a 6. Makes it way more uncertain for what you get.
  • Stagger is way less bad than it was, now it just strips defenses.
  • Rebalanced all equipment/spells/enemies based on this (and gave them little outlines so they pop a bit better). They’ll probably need another pass once I do more testing.

You can see all my ANOINTED23 stuff here! I’m making a region per day. (I’m also putting dailies on my discord.)

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v1.0.2 is out! And a little something extra!

February 9, 2023
Itch Devlog, Apocalypse Frame

Hi there,

v1.0.2 is out! A few more typos fixed, and the character sheet should print a little better (stuff is further from the edges).

Also, have a setpiece on me! This is one I made to end out my home campaign - feel free to use it for yours!

A flying fortress big enough to blot out the sun, its pointed prow clearly designed for intimidation. On its underside, enormous energy cannons create brief light sources of their own as they crackle violently to annihilate anything that would dare to stand in its way. This is the Republic’s Jupiter-class platform. It’s designed to destroy cities.

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v1.0 release! (v1.0.1 patch.)

January 27, 2023
Itch Devlog, Apocalypse Frame

Hi there!

At long last, v1.0 is out! Featuring:

  • A reorganized body text, with a manuscript edited by Marx Shepherd
  • A full relayout
  • Art by Galen Pejeau and Mykell Pledger
  • A few minor additions and rules changes

If you have the game, you now have the final release version as well!

As per tradition, there was a release-version typo found on Efficient which has now been fixed in v1.0.1. (I’ll have the epub updated as well in a bit.)

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Core mechanic: a painfully thorough examination of every part of the 3d6

November 25, 2022
Itch Devlog, Total//Effect Srd

(Originally posted on Cohost: https://cohost.org/binary/post/162256-total-effect-core-m )

So this is my first public post/design blog/etc about a system I’m developing as a SRD/toolkit, Total//Effect. It includes a bunch of probability stuff at the end if you’re into that, but I do sum up the important bits if you’re not.

I’ll start with my initial forays into the humble 3d6 (and the originator of some of these mechanics), 36th Way and LUMEN.

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Subsystem overview and the three games I'm sketching out with it.

November 25, 2022
Itch Devlog, Total//Effect Srd

(Originally posted on Cohost: https://cohost.org/binary/post/173316-total-effect-subsys )

I realized I barely described what the rest of the system is in favor of being a Probability Weirdo. Let’s do that. I also didn’t describe, or even mention any of the three games I’m outlining while I’m writing it somehow. Let’s do that too.


The Subsystems

What’s a core system for the system? Like what parts do you need? You need the core mechanic, which can in turn be expressed through any of the subsystems listed. Basically aside from how to roll, the concept of escalation, and some concepts around level/tier advancement, there isn’t any one system that’s “core”. My big intentions for this system/toolbox/SRD/whatever are modularity and configurability, which I’m defining as:

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Postmortem

September 2, 2022
Itch Devlog, 36th Way Srd

Hi there! I’m just going to go over the general history of this project, where it went, what state it ended up in, and takeaways going forward. This is going to be fairly rambly in parts.

How did we get here?

To put it bluntly, the primary reason this exists is because I tried running Pathfinder 2E in late 2019 and hated it. It’s not the only reason though.

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Alchemist, why Occultist/Chaos Mage don't exist, and grab bag of the rest

August 29, 2022
Itch Devlog, 36th Way Srd

Hi there! Long time no see! I’ve been thinking about 36th Way a bit recently and realized I never finished my class redesign rundown by talking about Alchemist. So let’s do that, then I’ll do a rundown of other stuff. But first…

Why isn’t there a Chaos Mage?

To be perfectly honest, because I don’t like it at all. Having seen it in play, it never seems to have interesting choices and the concept isn’t that interesting. I like wild magic in theory but practically speaking it really slows things down when you’re expected to be engaging with it constantly. Reading through the talents, it’s a pretty bad sign when more than half of them are “take this other class’s spells”. Just not a lot to work with.

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1 year anniversary! Let's talk about v1.0.

August 9, 2022
Itch Devlog, Apocalypse Frame

Hi there!

We’re coming up on the 1 year anniversary of APOCALYPSE FRAME v0.1 (which was also my first published game)! So let’s talk about AF v1.0, which I’ve been pretty quiet about up until now. (And especially who I’m working with!)

Book Contents

First off, what’s going to be in it? This seems like it has an obvious answer: the core book has been out for a year. And that’s mostly right, but my plan is to add on some ACES HIGH stuff at the end as Advanced Rules. (Having them as separate documents made more sense for a digital-only release but that’s not going to be the case forever. Plus I think AH has a lot of stuff I consider “core” to the experience, like Crisis Advances and Tyrants.)

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Framed by the Apocalypse

August 5, 2022
Itch Devlog, Apocalypse Frame

If you’ve ever wanted to take a crack at making your own third-party APOCALYPSE FRAME supplement, now’s your chance! Framed by the Apocalypse, a third-party license for APOCALYPSE FRAME, is now available. In the weeks to come I’ll be releasing more content for it as well, including layout templates and design guidance. Hope to see some cool stuff made with it soon!

(Read the original on itch here!)

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v0.4.1 release!

August 1, 2022
Itch Devlog, Apocalypse Frame

Hi there!

v0.4.1 is out. This should hopefully be the last update prior to v1.0. (Exciting stuff in store for v1.0, I can’t wait to show it off!)

This includes:

Core

  • Backup Armaments are now less specific, you can link any armament with any backup. The previous system was fine but too easy to miss and honestly not very interesting.
  • While on the topic of backups: Shiv (2 dice, 4 Harm, Close) has been replaced with Sword (1 die, 5 Harm, Close, Piercing). Shiv was a little too reliable and boring as a backup, 1 die with no +die mitigating tags feels better as a backup and 5 Harm means it’s still quite useful. (I’ll wait for the compilation to update Infected World sheets with the new Backups/etc.)
  • Hazards are now 1 Harm on entry, 2 Harm if you end turn on it by default. (Previous Hazards are preserved as Minor Hazards.) This lets things like Incendiary do what they’re intended to do (wall off areas) a little more effectively.

ACES HIGH

  • Backup Plan didn’t do as much on account of the Backup Armament change, so it now adds +1 die/Harm to the first attack with a Backup Armament per combat in addition to allowing you to add tags to backups.
  • Distracting+ was different between Systems and Armaments for some reason. They’re the same now.
  • Overheat, instead of preventing Tension use when activated, deals 1 Harm whenever you use Tension. Walling off Tension use led to a weird situation where players were basically taking every other turn as a cooldown turn, being too out of range to do much with 0 tension available for use, and that’s not really the vibe of the game. This makes it a lot more of a tradeoff.
  • Reload now has slightly amended wording: between turns, it automatically reloads. This makes it a bit more interesting as a drawback because you can use it once per turn normally, but the efficiency of it tapers off the more you use it in a turn - 2 uses/turn per 1 reload, 3 uses/turn per 2 reloads, etc.
  • Intensify was only tangentially useful as-is (mostly for AOEs) so I changed it to be +2 Harm per Tension spent, but clarified that it only adds to one target per use (as per Superhot and other similar effects) and removed the “can’t go below half” situation because it wasn’t terribly necessary.
  • MX-BEACON now has a different Integral System that makes it invulnerable to Overheat Harm and Hazards. The old one didn’t really gel with how the rest of it works, this gives MX-BEACON a little more of an identity as the one that can always burn hot.

Discord

This isn’t really a release note as such but Binary Star Games has a discord now! You can join here: https://discord.gg/vF3z2r3n29 Hope to see you there!

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