Going back to Starfinder for a moment, the Mystic Cures were actually fairly powerful:
Mystic Cure tiers:
1st: 1d8 + your Wisdom modifier (1st level caster)
2nd: 3d8 + your Wisdom modifier (4th level)
3rd: 5d8 + your Wisdom modifier (7th level)
4th: 7d8 + your Wisdom modifier + 5d8 extra OR raise a character that died in the last 2 rounds (10th level)
5th: 9d8 + your Wisdom modifier + 7d8 extra OR raise a character that died in the last 2 rounds (13th level)
6th: 11d8 + your Wisdom modifier + 9d8 extra OR raise a character that died in the last 2 rounds (16th level)
In addition, since all casting is spontaneous, you never have to "waste" a spell slot on a mystic cure as long as it's in your repertoire (does lead to some funny conversations if you actually didn't take cures... "Not that kind of mystic"). So while it's pretty rare to NEED a healer in Starfinder, especially at low level, having one will absolutely save your ass in a nasty boss fight or no-rest situation.
Healing is reactive, buffing is proactive, which is one reason why the warlord worked so well. For a dedicated support/healer in a D&D style game, it's totally possible, you just spend most of your time doing buffs and support instead of healing. (Healing and damage prevention as a reaction would be an interesting space to explore.)
In 5E, the sorcerer is (perhaps surprisingly) one of the best classes for this. I've done it with a Mark of Healing Divine Soul Sorcerer, and with a cleric1/Order Sorcerer X multiclass. You still do damage sometimes (guiding bolt crits are brutal), but you're actually casting the spell for the support effects.
Speaking of lots of d8s, when I backed the Nightfell Kickstarter ages ago I also got an add-on to get 7d8 dice with moon phases on them instead of numbers. Lunar divination is a thing in that setting, and while you can just use a normal d8 for those rituals these give it a pretty neat touch imo. I gave one to my best friend but still have the other 6, I should find an excuse to use them sometime because they're cool.
edit: Nightfell is such a cool setting, honestly. A bit grimdark but sometimes that's what I want. And it has some new things I find interesting, like (spoiler for wall I text):
the lunar divination I mentioned, or the current lunar phase and birth moon of a character affecting them in various ways, or soul points (kinda like HP, but different things reduce it rather than normal damage, and once you get to 0 SP you become possessed until cured of it). Plus it has a couple of new classes I'm interested in.
Master of Tradition is basically a support class that has abilities that assist other players. They also get a couple of specific cantrips depending on which subclass they choose, and they get access to some ritual spells. The Lunar Cultist class is kind of like a mix of fighter and cleric, with less spells and spell slots than a cleric and less weapon/armor proficiencies than a fighter, but they get some extra bonuses to their shield of faith spell and whenever they lead a lunar divination, and they have (situationally) increased soul points. They seem sorta like paladins, but different? It's hard to tell, the book was localized from Italian and some of the wording is odd/confusing, but regardless I'd like to try it all out.
Healing is reactive, buffing is proactive, which is one reason why the warlord worked so well. For a dedicated support/healer in a D&D style game, it's totally possible, you just spend most of your time doing buffs and support instead of healing. (Healing and damage prevention as a reaction would be an interesting space to explore.)
In 5E, the sorcerer is (perhaps surprisingly) one of the best classes for this. I've done it with a Mark of Healing Divine Soul Sorcerer, and with a cleric1/Order Sorcerer X multiclass. You still do damage sometimes (guiding bolt crits are brutal), but you're actually casting the spell for the support effects.
Yeah, if you were willing to disrupt D&D's action economy I think you could make healing way more interesting. Being able to reach out and shout "No!" and prevent your ally from getting struck by a fatal blow is simply way cooler than walking over on your next turn and giving them a little kiss to wake 'em up.
I honestly think you could do a lot in a D&D-like where you split your classes up between reaction focused and action focused and maybe a third ongoing effect focused types of characters. Almost in the style of the 4E party roles - you can be an action divine class, a reaction divine class, or an ongoing divine class.
This is once again why the SLAYERS Tactician is a cooler Healer class than any Healer class in DnD
Because it is the most satisfying experience in the world to see the enemy roll a lethal blow and go "No, actually, you rolled a 1 instead. Now, Fighter, go ahead and kill this fucker with this 6 I rolled."
StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
Listen you know I've just been dancing around mentioning Slayers with all of this talk
Gotta pretend like you're trying to improve D&D rather than just suggesting a different (better) game
+3
Kane Red RobeMaster of MagicArcanusRegistered Userregular
Slayers?
+9
FencingsaxIt is difficult to get a man to understand, when his salary depends upon his not understandingGNU Terry PratchettRegistered Userregular
I mean, for preventing damage, D&D has the concept of temp HP. Letting healers do more with that would be cool. Although Twilight clerics went slightly overboard.
And this is why you should all play ICON or LANCER.
Gods, I cannot wait for Icon 2.0 which is coming "soon", but Tom is publishing CAIN first (the man cannot stop making games, it's very impressive) and also has a second small child, so you know, he can take his time
Honestly games that move even harder into the battlemap stuff are a very hard sell for me. Ran on and off 3.5 for years and barely ever bothered with the squares, because they really didn't add much unless I was having a serious bunch of dudes for enemies, but something like Lancer doesn't really work much if you didn't bring a prepared map scenario with well thought objective zones and cover and shit, which is exactly the kind of pre-work that I find super hard to sit down and do.
That's totally fair, and to be fair, it's also a hang up for me on making this stuff.
But also it's so fucking fun, and I really enjoy the intricate dance these things can have. Making a GM go "this is bullying" when my Zheng slams it's Kinetic Hammer into the same target for the third time this turn will never, ever get old.
Nor will the Parkour Special where you grapple something as a Zheng, and then start using your core power to pinball across the map making terrarin explode while you take this poor sucker on a wild ride
Yooo, anyone heard of Arcs?
SUSD's Tom is very high on it, it's the latest from Cole Wehrle, the designer of John Company, Pax Pamir, Root, & Oath...
Not having played, what I gather is that the base action is using trick-taking mechanisms, but for bidding a la worker-placement, kinda? Different powers trigger or become available along with determining turn order for the next hand.
It's explicitly framed as a game of pivoting when strategies fail, to give a realistic sense of running / inhabiting a space empire -- that comes through in multiple facets, especially in the campaign. It's meant to be a quick, reactive game, utilizing 'bad' hands of limited resources to cobble something together rather than just perfecting an engine. There's a very interesting, rpg-lite system in the campaign that almost rewards failing chosen ambitions, in that failure presents new options.
Despite not being a great fan of luck in games, my partner is
extremely
hype for it, so I have preordered the base game and campaign for his birthday. The last game he was worked up over was Heat, and he's loved playing that, so fingers crossed.
It's 2-4 player, so maybe we'll actually get it on the table. It would be a Project, but hopefully someone works up a solo mode. (Dreams, alas, of Sidereal Confluence, The King's Dilemma, and Cosmic Frog... games I will not buy because they would def never get played. 0,_0)
Also picked up Project ECCO, which is a solo journaling game that ticks my brain with the particular mechanic/media it uses. I had looked at it multiple times at the shop, but I have to be in the right mood for horror, and that is rare as hens' teeth. I finally caved mostly for the purpose of study, not play...
So the plot-sell is pretty standard sci-fi, time travel to save the universe. But it uses a planner / calendar diary as the main component.
That's it, I'm just really intrigued and curious if others have published this kinda thing. (Apparently it's also a good game, which is why I bought it rather than just continuing to eye it, but this is by far the most interesting thing to me.) All I could really find without a deep deep dive is those gameifying their planners to engage with daily life more, your paper-based version of Habitica etc. or just aesthetic theming.
What grabs me is that it reminds me of ergodic literature ... (Is "Wreck This Journal" etc. ergodic nonfiction?)
Mulling over more games that use physical artifacts, especially daily, common use items, expanding the gamespace versus the player entering a contained gamespace, a la LARP. Hmm hmm hmm.
Sidebar: It also put the itch in my brain again of someone adapting "This is How You Lose the Time War." That Time You Killed Me presumably gets at some of it, for being an abstract: https://boardgamegeek.com/boardgame/344258/that-time-you-killed-me
But epistolary format is a standby in journal RPGs, as well as the conceit of amnesia, so I'm sure there's some game out there with the player narrating multiple sides of a correspondence. Which then just becomes reflavoring.
That's totally fair, and to be fair, it's also a hang up for me on making this stuff.
But also it's so fucking fun, and I really enjoy the intricate dance these things can have. Making a GM go "this is bullying" when my Zheng slams it's Kinetic Hammer into the same target for the third time this turn will never, ever get old.
Nor will the Parkour Special where you grapple something as a Zheng, and then start using your core power to pinball across the map making terrarin explode while you take this poor sucker on a wild ride
It adds to it, admittedly, that lately I mostly play online via Discord chat. Battlemap games online require a VTT, and preparing things in a VTT takes fucking forever compared to being able to just sorta have things in my head and describe them as I go.
The fact that the VTT seems to cause people to instantly start playing the game like Fire Emblem and cease to even attempt to play characters does not help, either. Couldn't tell you why, but it seems a definite thing!
Healing is reactive, buffing is proactive, which is one reason why the warlord worked so well. For a dedicated support/healer in a D&D style game, it's totally possible, you just spend most of your time doing buffs and support instead of healing. (Healing and damage prevention as a reaction would be an interesting space to explore.)
In 5E, the sorcerer is (perhaps surprisingly) one of the best classes for this. I've done it with a Mark of Healing Divine Soul Sorcerer, and with a cleric1/Order Sorcerer X multiclass. You still do damage sometimes (guiding bolt crits are brutal), but you're actually casting the spell for the support effects.
Yeah, if you were willing to disrupt D&D's action economy I think you could make healing way more interesting. Being able to reach out and shout "No!" and prevent your ally from getting struck by a fatal blow is simply way cooler than walking over on your next turn and giving them a little kiss to wake 'em up.
This is why I love the 5e Lore Bard who gets to do exactly that with one of their features. I played one in a campaign as the primary healer/damage mitigation support and it worked very well.
The baseline Lancer health economy has some interesting effects on gameplay. With ~3 health bars, fixing up one with health in it takes 1 repair resource and fixing a depleted bar takes 2, you have an incentive to top off mid-combat to stretch out your resources. On top of this depleting a health bar has in-combat effects like impairing you or breaking one of your weapons/systems(taking more repair resources) to make pushing through a fight faster a risk/reward judgement.
Granted the one direct healing gun cannot be removed from a specific mech and asks you to roll a d20 over 8 to not miss(?) so you can spend the repair resource to heal half the target’s health(??) and it’s 1/mission ability disables it(???). Not too far off from everyone having healing surges that are generally relevant and a healer class with awful healing spells.
0
BaidolI will hold him offEscape while you canRegistered Userregular
Yooo, anyone heard of Arcs?
SUSD's Tom is very high on it, it's the latest from Cole Wehrle, the designer of John Company, Pax Pamir, Root, & Oath...
Not having played, what I gather is that the base action is using trick-taking mechanisms, but for bidding a la worker-placement, kinda? Different powers trigger or become available along with determining turn order for the next hand.
It's explicitly framed as a game of pivoting when strategies fail, to give a realistic sense of running / inhabiting a space empire -- that comes through in multiple facets, especially in the campaign. It's meant to be a quick, reactive game, utilizing 'bad' hands of limited resources to cobble something together rather than just perfecting an engine. There's a very interesting, rpg-lite system in the campaign that almost rewards failing chosen ambitions, in that failure presents new options.
Despite not being a great fan of luck in games, my partner is
extremely
hype for it, so I have preordered the base game and campaign for his birthday. The last game he was worked up over was Heat, and he's loved playing that, so fingers crossed.
It's 2-4 player, so maybe we'll actually get it on the table. It would be a Project, but hopefully someone works up a solo mode. (Dreams, alas, of Sidereal Confluence, The King's Dilemma, and Cosmic Frog... games I will not buy because they would def never get played. 0,_0)
I have head of Arcs only third-hand through a friend of a friend. It sounded promising, but the friend's friend seemed a bit wary of how the luck element but also that seems to be the point? I've never seen much less played the game so cannot get more specific from that. Having played John Company, Pax Pamir, and Root myself I'm skeptical Arcs is going to be a miss but its possible.
Shut Up and Sit Down's two lengthy videos on it, for those curious: https://www.youtube.com/watch?v=iP36OXiPkoo https://www.youtube.com/watch?v=_GUatRy1LRk
The base game and campaign game are essentially two different games, I guess, but Tom makes some good arguments for just playing the (apparently pretty good by itself) base game multiple times first.
StraightziHere we may reign secure, and in my choice,To reign is worth ambition though in HellRegistered Userregular
That's one of those places where the board game reviewer bias gets kind of in the way, I think.
Many of my favorite board games I'll get to play maybe twice a year. I have a bunch of friends who enjoy board games, but the regularity with which we actually get together and play a game (especially a new game that takes a decent amount of time to play) is fairly minimal, because we're busy people and also like... we have a bunch of other things we do when we get together, it's not just board games. So pitches like the game you need to play a few times in order to actually start playing, or heavily campaign based games, those always feel like they're for someone different than me.
The campaign portion of Arcs sounds like a way to get the highs of Twilight Imperium without needing to dedicate an entire weekend of several people to playing a tabletop game, which is a good selling point.
I’ve played a couple games of the arc base game and the main feeling I have about it is that it’s really *really* tightly designed. It feels like you’re never truly out of the game, and you can’t just plan out a strategy in advance because your hand, and what other people do during the trick taking section vastly changes what options you have. And it feels like there’s always another way you could have approached things.
It definitely misses the narrative chill vibe I like about Oath though. I’m interested to see if the campaign changes that.
That's one of those places where the board game reviewer bias gets kind of in the way, I think.
Many of my favorite board games I'll get to play maybe twice a year. I have a bunch of friends who enjoy board games, but the regularity with which we actually get together and play a game (especially a new game that takes a decent amount of time to play) is fairly minimal, because we're busy people and also like... we have a bunch of other things we do when we get together, it's not just board games. So pitches like the game you need to play a few times in order to actually start playing, or heavily campaign based games, those always feel like they're for someone different than me.
the specific recommendation here is that the base game is really good, but that if you instead just jump straight into the base game+expansion, well, that's kind of an entirely different game that assumes that you understand the vocabulary of the base game
less "Tutorial vs. Real Game", more "Good Game vs. Different More Complex Game With Shared Basic Game Mechanics"
the base game seems like it's something you'll get within the first session or two, though, for what it's worth - it's just not got all the complicated layers of extra stuff the campaign game has
Meanwhile, I dunno if I ever mentioned here, but I'm an official playtester for Northstar Games upcoming Nature game.
Which is fun as hell, and it's also really nice getting to be deeply involved in the guts of a game and trying to break things to make it the best experience possible.
Also it'll mean I get my name in the credits when it's published, so that's pretty cool!
Just looked it up, love the art they’ve got so far.
0
gavindelThe reason all your softwareis brokenRegistered Userregular
In my !Star Wars game, we took a break for a cylon episode. I gaslit the players by adding another person to the group: Jefferson. Don't you remember Jefferson? he's been here with you all since Riley 13! You went on all those adventures together!
One player immediately addressed him as "the robot imposter"
The other two immediately agreed that Jefferson was the heart of the game.
The rest of the session was just glorious, glorious gaslighting about a possible robot body snatcher invasion. Or not.
I love putting a sport episode in games. My go to for ages was dodgeball, then various takes on that Mayan game that’s like basketball, then at one point a very intense and serious Grappleknacker match, which is a sport that involves capturing giant lightbulbs and avoiding arcing live wires in a suspended, tubular cage.
My personal sport that feels like a combat TTRPG is Fives: The sport that takes place in a concrete box with a hard ball that can give you a concussion and bruises your hand through padded gloves. Truly evoking dystopian sci-fi blood sport vibes https://youtu.be/Zq85VC8IVwY
I recently used a game of dwile flonking to introduce some characters, give a bit of East Anglian character, and highlight that the village was divided along two factions
Yeah basically, I had a friend literally KO himself for a few minutes because he dived at the ball and slammed his head into the wall.
There's an extra Goofy Sports thing in that's Rugby Fives with the standardized court. There's also Eton Fives where every court is modelled after the back of the Eton school chapel where the sport started:
Posts
Mystic Cure tiers:
1st: 1d8 + your Wisdom modifier (1st level caster)
2nd: 3d8 + your Wisdom modifier (4th level)
3rd: 5d8 + your Wisdom modifier (7th level)
4th: 7d8 + your Wisdom modifier + 5d8 extra OR raise a character that died in the last 2 rounds (10th level)
5th: 9d8 + your Wisdom modifier + 7d8 extra OR raise a character that died in the last 2 rounds (13th level)
6th: 11d8 + your Wisdom modifier + 9d8 extra OR raise a character that died in the last 2 rounds (16th level)
In addition, since all casting is spontaneous, you never have to "waste" a spell slot on a mystic cure as long as it's in your repertoire (does lead to some funny conversations if you actually didn't take cures... "Not that kind of mystic"). So while it's pretty rare to NEED a healer in Starfinder, especially at low level, having one will absolutely save your ass in a nasty boss fight or no-rest situation.
I mean, not that I don’t. There’s just something that tickles me about that from a design point of view.
Got my bucket o' coins ready to go 🪣🪙🪙🪙🪙🪙
In 5E, the sorcerer is (perhaps surprisingly) one of the best classes for this. I've done it with a Mark of Healing Divine Soul Sorcerer, and with a cleric1/Order Sorcerer X multiclass. You still do damage sometimes (guiding bolt crits are brutal), but you're actually casting the spell for the support effects.
Flames of the Meta-Dragon
DIESEL
Against the Fall of Night Playtest
Nasty, Brutish, and Short
edit: Nightfell is such a cool setting, honestly. A bit grimdark but sometimes that's what I want. And it has some new things I find interesting, like (spoiler for wall I text):
Master of Tradition is basically a support class that has abilities that assist other players. They also get a couple of specific cantrips depending on which subclass they choose, and they get access to some ritual spells. The Lunar Cultist class is kind of like a mix of fighter and cleric, with less spells and spell slots than a cleric and less weapon/armor proficiencies than a fighter, but they get some extra bonuses to their shield of faith spell and whenever they lead a lunar divination, and they have (situationally) increased soul points. They seem sorta like paladins, but different? It's hard to tell, the book was localized from Italian and some of the wording is odd/confusing, but regardless I'd like to try it all out.
Excuse me, that's 20d8 if you're not also raising them from the dead.
Yeah, if you were willing to disrupt D&D's action economy I think you could make healing way more interesting. Being able to reach out and shout "No!" and prevent your ally from getting struck by a fatal blow is simply way cooler than walking over on your next turn and giving them a little kiss to wake 'em up.
I honestly think you could do a lot in a D&D-like where you split your classes up between reaction focused and action focused and maybe a third ongoing effect focused types of characters. Almost in the style of the 4E party roles - you can be an action divine class, a reaction divine class, or an ongoing divine class.
Because it is the most satisfying experience in the world to see the enemy roll a lethal blow and go "No, actually, you rolled a 1 instead. Now, Fighter, go ahead and kill this fucker with this 6 I rolled."
Gotta pretend like you're trying to improve D&D rather than just suggesting a different (better) game
Honestly games that move even harder into the battlemap stuff are a very hard sell for me. Ran on and off 3.5 for years and barely ever bothered with the squares, because they really didn't add much unless I was having a serious bunch of dudes for enemies, but something like Lancer doesn't really work much if you didn't bring a prepared map scenario with well thought objective zones and cover and shit, which is exactly the kind of pre-work that I find super hard to sit down and do.
But also it's so fucking fun, and I really enjoy the intricate dance these things can have. Making a GM go "this is bullying" when my Zheng slams it's Kinetic Hammer into the same target for the third time this turn will never, ever get old.
Nor will the Parkour Special where you grapple something as a Zheng, and then start using your core power to pinball across the map making terrarin explode while you take this poor sucker on a wild ride
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
SUSD's Tom is very high on it, it's the latest from Cole Wehrle, the designer of John Company, Pax Pamir, Root, & Oath...
It's explicitly framed as a game of pivoting when strategies fail, to give a realistic sense of running / inhabiting a space empire -- that comes through in multiple facets, especially in the campaign. It's meant to be a quick, reactive game, utilizing 'bad' hands of limited resources to cobble something together rather than just perfecting an engine. There's a very interesting, rpg-lite system in the campaign that almost rewards failing chosen ambitions, in that failure presents new options.
Despite not being a great fan of luck in games, my partner is
extremely
hype for it, so I have preordered the base game and campaign for his birthday. The last game he was worked up over was Heat, and he's loved playing that, so fingers crossed.
It's 2-4 player, so maybe we'll actually get it on the table. It would be a Project, but hopefully someone works up a solo mode. (Dreams, alas, of Sidereal Confluence, The King's Dilemma, and Cosmic Frog... games I will not buy because they would def never get played. 0,_0)
Also picked up Project ECCO, which is a solo journaling game that ticks my brain with the particular mechanic/media it uses. I had looked at it multiple times at the shop, but I have to be in the right mood for horror, and that is rare as hens' teeth. I finally caved mostly for the purpose of study, not play...
So the plot-sell is pretty standard sci-fi, time travel to save the universe. But it uses a planner / calendar diary as the main component.
That's it, I'm just really intrigued and curious if others have published this kinda thing. (Apparently it's also a good game, which is why I bought it rather than just continuing to eye it, but this is by far the most interesting thing to me.) All I could really find without a deep deep dive is those gameifying their planners to engage with daily life more, your paper-based version of Habitica etc. or just aesthetic theming.
What grabs me is that it reminds me of ergodic literature ... (Is "Wreck This Journal" etc. ergodic nonfiction?)
Mulling over more games that use physical artifacts, especially daily, common use items, expanding the gamespace versus the player entering a contained gamespace, a la LARP. Hmm hmm hmm.
Sidebar: It also put the itch in my brain again of someone adapting "This is How You Lose the Time War." That Time You Killed Me presumably gets at some of it, for being an abstract:
https://boardgamegeek.com/boardgame/344258/that-time-you-killed-me
But epistolary format is a standby in journal RPGs, as well as the conceit of amnesia, so I'm sure there's some game out there with the player narrating multiple sides of a correspondence. Which then just becomes reflavoring.
It adds to it, admittedly, that lately I mostly play online via Discord chat. Battlemap games online require a VTT, and preparing things in a VTT takes fucking forever compared to being able to just sorta have things in my head and describe them as I go.
The fact that the VTT seems to cause people to instantly start playing the game like Fire Emblem and cease to even attempt to play characters does not help, either. Couldn't tell you why, but it seems a definite thing!
This is why I love the 5e Lore Bard who gets to do exactly that with one of their features. I played one in a campaign as the primary healer/damage mitigation support and it worked very well.
Granted the one direct healing gun cannot be removed from a specific mech and asks you to roll a d20 over 8 to not miss(?) so you can spend the repair resource to heal half the target’s health(??) and it’s 1/mission ability disables it(???). Not too far off from everyone having healing surges that are generally relevant and a healer class with awful healing spells.
I have head of Arcs only third-hand through a friend of a friend. It sounded promising, but the friend's friend seemed a bit wary of how the luck element but also that seems to be the point? I've never seen much less played the game so cannot get more specific from that. Having played John Company, Pax Pamir, and Root myself I'm skeptical Arcs is going to be a miss but its possible.
https://www.youtube.com/watch?v=iP36OXiPkoo
https://www.youtube.com/watch?v=_GUatRy1LRk
The base game and campaign game are essentially two different games, I guess, but Tom makes some good arguments for just playing the (apparently pretty good by itself) base game multiple times first.
In other Cole Wehrle news, if you missed it, all the design diaries and print-and-play kits are out for the Oath: New Foundations expansion. It's all very promising, IMHO, although it remains to be seen how much these foundations will change before the game actually comes out... sometime late next year.
Many of my favorite board games I'll get to play maybe twice a year. I have a bunch of friends who enjoy board games, but the regularity with which we actually get together and play a game (especially a new game that takes a decent amount of time to play) is fairly minimal, because we're busy people and also like... we have a bunch of other things we do when we get together, it's not just board games. So pitches like the game you need to play a few times in order to actually start playing, or heavily campaign based games, those always feel like they're for someone different than me.
It definitely misses the narrative chill vibe I like about Oath though. I’m interested to see if the campaign changes that.
For 60 bucks the base game is totally worth it.
the specific recommendation here is that the base game is really good, but that if you instead just jump straight into the base game+expansion, well, that's kind of an entirely different game that assumes that you understand the vocabulary of the base game
less "Tutorial vs. Real Game", more "Good Game vs. Different More Complex Game With Shared Basic Game Mechanics"
the base game seems like it's something you'll get within the first session or two, though, for what it's worth - it's just not got all the complicated layers of extra stuff the campaign game has
Which is fun as hell, and it's also really nice getting to be deeply involved in the guts of a game and trying to break things to make it the best experience possible.
Also it'll mean I get my name in the credits when it's published, so that's pretty cool!
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
You are now a reminder to play Lancer
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
One player immediately addressed him as "the robot imposter"
The other two immediately agreed that Jefferson was the heart of the game.
The rest of the session was just glorious, glorious gaslighting about a possible robot body snatcher invasion. Or not.
My D&D GM wanted to shake up the various trials for our group from just combat stuff.
https://www.youtube.com/watch?v=j78X5LluM5U
There's an extra Goofy Sports thing in that's Rugby Fives with the standardized court. There's also Eton Fives where every court is modelled after the back of the Eton school chapel where the sport started: