[05-Jan-22 03:02 PM] Moreno Airoldi#4501
Hey everyone I’m Moreno, an RPG enthusiast. I’ve been playing RPGs since 1989, mostly as a GM. Yep I’m getting old. 😂
[05-Jan-22 03:02 PM] Moreno Airoldi#4501
Today I’m here to talk about my RPG project “Power of 10” or just “P10”.
[05-Jan-22 03:04 PM] Moreno Airoldi#4501
It’s a small game with big ambitions. It started back in 2018 and is all about creating an RPG that’s as simple as possible without sacrificing consistency and solidity.
[05-Jan-22 03:05 PM] Moreno Airoldi#4501
The game evolved over a period of two years and has always been “on the table”. We played it since day one and it developed through trial and error and player feedback.
[05-Jan-22 03:06 PM] Moreno Airoldi#4501
We also had a longer playtest phase after the game was complete. I’m very happy with the final result, and player feedback has been quite good.
[05-Jan-22 03:07 PM] Moreno Airoldi#4501
The game was published ameteurishly and is currently available on drivethrurpg. A bit of shameless self-promotion: it’s also currently available at a discounted price for the “New year, new game” sale. So go get your copy. 😜
[05-Jan-22 03:08 PM] Moreno Airoldi#4501
(done)
[05-Jan-22 03:08 PM] Dan Davenport#6715
Thanks, @Moreno Airoldi! The floor is open to questions!
[05-Jan-22 03:08 PM] Dan Davenport#6715
First, is this purely a system, or is there a setting included?
[05-Jan-22 03:08 PM] Moreno Airoldi#4501
That’s a good question.
[05-Jan-22 03:10 PM] Moreno Airoldi#4501
One of the strong points for this system is that it’s built from the ground up as a toolkit, and it allows you to play just any genre and setting. So it does not contain a setting as such but in the manual you’ll find a chapter that explains how to combine all material in the game to play the various genres.
[05-Jan-22 03:10 PM] Moreno Airoldi#4501
So it basically helps you choose which rules you want to use, what content, etc.
[05-Jan-22 03:10 PM] Moreno Airoldi#4501
For example:
[05-Jan-22 03:11 PM] Moreno Airoldi#4501
Let’s say you want to play a “Mythic Greece” setting.
[05-Jan-22 03:11 PM] Moreno Airoldi#4501
This is what I suggest in the manual:
[05-Jan-22 03:11 PM] Moreno Airoldi#4501
- Allow players to select only the “Human” species
- Allow players who want to play priests or seers to obtain one or more
Magical, Clerical or Meta-Physical Powers that justify their abilities
(e.g. the Meta-Physical Power “Psychometry” would be suitable for a
seer), and to use the related Skills creatively as long as it fits in the setting
(e.g. the “Clerical Power” Skill of a priest or “Psychometry” of a seer
could be used to read signs and portents, perform rituals to please the
gods, etc.) - Allow those who want to play a Great Hero or a Demigod to obtain suitable
Magical, Clerical or Meta-Physical Powers: a son of Ares or a Hero
could choose “Super Strength” or “Super Resistance”, a daughter of
Aphrodite the “Charm” spell, a son of Aeolus the “Arcane Attack” or
“Arcane Defense” spell based on wind, etc.
[05-Jan-22 03:12 PM] Moreno Airoldi#4501
(done)
[05-Jan-22 03:12 PM] Dan Davenport#6715
I see. Very nice!
[05-Jan-22 03:12 PM] Dan Davenport#6715
Do you have a character sheet that we can see?
[05-Jan-22 03:13 PM] Moreno Airoldi#4501
Sure. Here goes.
[05-Jan-22 03:13 PM] Moreno Airoldi#4501
There’s also a minimal version.
{Attachments}
https://cdn.discordapp.com/attachments/780948065367490590/928395871152902284/P10_Character_Sheet.pdf
https://cdn.discordapp.com/attachments/780948065367490590/928395871362633848/P10_Character_Sheet_Minimal.pdf
[05-Jan-22 03:14 PM] Moreno Airoldi#4501
{Attachments}
https://cdn.discordapp.com/attachments/780948065367490590/928395989335805993/unknown.png
[05-Jan-22 03:14 PM] Dan Davenport#6715
Thanks!
[05-Jan-22 03:14 PM] Dan Davenport#6715
At a glance, this looks like some variety of attribute + skill system?
[05-Jan-22 03:15 PM] Moreno Airoldi#4501
Well spotted. The basic resolution mechanics is 1D10+Stat+Skill.
[05-Jan-22 03:15 PM] Moreno Airoldi#4501
There are only 4 basic stats: Body, Reflexes, Mind and Spirit.
[05-Jan-22 03:15 PM] Moreno Airoldi#4501
One interesting feature is you can freely mix stats and skills.
[05-Jan-22 03:16 PM] Dan Davenport#6715
I always like that.
[05-Jan-22 03:16 PM] Moreno Airoldi#4501
I’ll make a quick example:
[05-Jan-22 03:16 PM] Dan Davenport#6715
Sure!
[05-Jan-22 03:17 PM] Moreno Airoldi#4501
So let’s say you have a “Rifles” skill. You generally combine it with REFlexes to shoot. But when you encounter an enemy with a firearm you may combine it with Mind instead, to examine their weapon and find out it characteristics, potential weaknesses, etc.
[05-Jan-22 03:18 PM] Moreno Airoldi#4501
This makes up another interesting feature, which I really really like and really wanted to incorporate in the game.
[05-Jan-22 03:19 PM] Moreno Airoldi#4501
It lets you use your character’s strong points, as long a it’s plausible.
[05-Jan-22 03:19 PM] Moreno Airoldi#4501
For example:
[05-Jan-22 03:19 PM] Moreno Airoldi#4501
Let’s say you want to roll a Perception check to find an hidden object or some important clue.
[05-Jan-22 03:20 PM] Moreno Airoldi#4501
You’ll normally roll on Mind + Perception. But if you are playing a character with a high Spirit stat you may use that instead.
[05-Jan-22 03:20 PM] Moreno Airoldi#4501
The difference being methodical search vs intuition.
[05-Jan-22 03:21 PM] Moreno Airoldi#4501
Even better: roll Perception to spot an ambush ? Well you may use your Reflexes stat! Which means you react fast and are not surprised.
[05-Jan-22 03:21 PM] Dan Davenport#6715
Interesting!
[05-Jan-22 03:22 PM] Moreno Airoldi#4501
So this solves the typical situation where a trained soldier MUST be able to react to an ambush just as well (or better) than a scholar with high Mind.
[05-Jan-22 03:22 PM] Moreno Airoldi#4501
(done)
[05-Jan-22 03:22 PM] Dan Davenport#6715
What is the human attribute scale?
[05-Jan-22 03:24 PM] Moreno Airoldi#4501
A human starts with 3 in all the four basic stats, although those values will change during the character creation process (you add two points and subtract one).
[05-Jan-22 03:24 PM] Moreno Airoldi#4501
This has to do with the basics on which the game was built. We’ll come back to that later if there is interest.
[05-Jan-22 03:25 PM] Dan Davenport#6715
So is 5 the human maximum, or just the maximum at creation?
[05-Jan-22 03:25 PM] Moreno Airoldi#4501
Probability distributions, chance of success, etc.
[05-Jan-22 03:26 PM] Moreno Airoldi#4501
It’s the maximum at creation. You can increase stats later, although that comes at a high price. The maximum however is two plus the value at character creation.
[05-Jan-22 03:26 PM] LibrariaNPC#1056
So as someone who is not-as-old-but-still-old, who has a backlog to match, what makes P10 unique and interesting?
[05-Jan-22 03:26 PM] Moreno Airoldi#4501
So normally for a human 7 is the maximum they can ever attain.
[05-Jan-22 03:27 PM] Moreno Airoldi#4501
That’s a great question thanks!
[05-Jan-22 03:27 PM] Moreno Airoldi#4501
I’ll try to answer as concisely as possible. 😜
[05-Jan-22 03:28 PM] Moreno Airoldi#4501
So the feeling (I hope) you get from playing P10 after playing many other RPGs is… refreshing and relaxing.
[05-Jan-22 03:28 PM] LibrariaNPC#1056
Hahaha, all good! I’m honestly curious what makes this stand out, as d10+stat+skill is similar to quite a bit out there, so anything you can help make it stand out would be nice 🙂
[05-Jan-22 03:29 PM] Moreno Airoldi#4501
Yep. What’s different, so “refreshing” is that it’s simpler than most systems but it does not sacrifice consistency or richness.
[05-Jan-22 03:30 PM] Moreno Airoldi#4501
So normally you either find systems with richness, depth and great content but cumbersome rules.
[05-Jan-22 03:30 PM] Moreno Airoldi#4501
Or lightweight systems which sacrifice that richness and depth.
[05-Jan-22 03:30 PM] Dan Davenport#6715
How does combat work in this game?
[05-Jan-22 03:30 PM] Moreno Airoldi#4501
My goal was to try to strike the fine balance between the two.
[05-Jan-22 03:31 PM] Moreno Airoldi#4501
Another great question thanks.
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[05-Jan-22 03:31 PM] Orion#0825
So do you provide any source material, setting, etc. or is it completely open ended?
[05-Jan-22 03:31 PM] Moreno Airoldi#4501
I’ll answer this question after Dan’s 👍
[05-Jan-22 03:32 PM] Moreno Airoldi#4501
So combat system. I’ll start by saying that I’m a fan of tactical combat in RPGs. Which means combat systems where your choices matter in terms of positioning, actions, etc.
[05-Jan-22 03:33 PM] Dan Davenport#6715
(As an aside, @Orion and @LibrariaNPC are both your fellow game authors. 🙂 )
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[05-Jan-22 03:33 PM] LibrariaNPC#1056
So how do you strike this balance?
Sincere question, as some dX+Stat+Skill (like old BESM, Unisystem, etc) tend to have a blunt “Roll to beat X, failure is failure”
[05-Jan-22 03:33 PM] Orion#0825
Sorry- just curious- I am stepping in a bit late….
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[05-Jan-22 03:33 PM] Moreno Airoldi#4501
The main inspiration for my combat system are videogames like X-Com, Mutant Year Zero: Road to Eden, Druidstone, The Dungeon Of Naheulbeuk etc.
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[05-Jan-22 03:35 PM] Dan Davenport#6715
No problem at all, @Orion! Glad to have you here, as always. 🙂
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[05-Jan-22 03:35 PM] Moreno Airoldi#4501
In the beginning I toyed with the idea of using Action Points, but that would make the game unnecessarily complex. So I ended up using a system where at each turn you can make one move and two actions. Deciding to Defend costs an action. So it’s entirely up to you to create your strategy: you can use an action to move again, defend, attack, perform another complex action, etc.
[05-Jan-22 03:36 PM] Moreno Airoldi#4501
For example, using two actions to defend gives you Advantage (roll two dice, keep the higher) on Defense rolls.
[05-Jan-22 03:36 PM] Moreno Airoldi#4501
You can aim, delay your action, prepare and action, etc.
[05-Jan-22 03:37 PM] Dan Davenport#6715
Sounds simple yet robust.
[05-Jan-22 03:37 PM] Moreno Airoldi#4501
So the basics are very simple but the depth is still there.
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[05-Jan-22 03:37 PM] Moreno Airoldi#4501
There’s a lot more on combat but let’s answer the other questions I guess.
[05-Jan-22 03:40 PM] Moreno Airoldi#4501
It’s completely open, although my original plan was to release a few settings. Each setting would also provide additional material like “Professional packages” (there are no “classes” in the game: you build your character with complete freedom), new equipment and rules, etc.
[05-Jan-22 03:40 PM] Moreno Airoldi#4501
I have a Dieselpunk setting which we played for a couple of years and was really great at the table. It’s more or less usable but not polished.
[05-Jan-22 03:41 PM] Moreno Airoldi#4501
Unluckily, life got in the way and I was stuck for the last two years.
[05-Jan-22 03:41 PM] Moreno Airoldi#4501
(done)
[05-Jan-22 03:41 PM] Dan Davenport#6715
How is damage determined in combat, and how does armor function?
[05-Jan-22 03:42 PM] Orion#0825
Nice. As a professional archaeologist and historian, I’ve written a lot of source material, but it sounds like you’ve focused more on a streamlined system. That’s cool- I like the idea of being to use a system as a Swiss Army knife for a variety of stories.
[05-Jan-22 03:43 PM] Orion#0825
I’m kinda planning the same thing on a more limited scale.
[05-Jan-22 03:43 PM] Moreno Airoldi#4501
Good question: I did that by constantly asking “what do I need” and “what I don’t need” at the table. So as I said everything in the game is at the same time as simple and exhaustive as possible. The goal is that you should never find yourself in situation you cannot manage with the rules from the manual and at the same time I assure you it takes only a few minutes to understand them all.
[05-Jan-22 03:44 PM] Moreno Airoldi#4501
Yep that’s the idea! 👍 I know a works-with-everything system is like the philosopher’s stone of RPGs 😂 I hope I went at least close to that goal.
[05-Jan-22 03:44 PM] Moreno Airoldi#4501
Of course there are things that P10 does not handle well. Namely, over-the-top cosmic-level superheroes and stuff like that.
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[05-Jan-22 03:45 PM] Dan Davenport#6715
It’s good that you recognize that. Many authors of generic RPGs insist that their games can do “anything”.
[05-Jan-22 03:46 PM] Moreno Airoldi#4501
Damage is based on the type of weapon and it gets a bonus or penalty based on your Body (for melee) or Reflexes (for ranged). Armor absorbs damage. There’s also a rule for handling armor depletion. Like most rules in the book, it’s optional of course.
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[05-Jan-22 03:46 PM] Moreno Airoldi#4501
NO game can do that 😂
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[05-Jan-22 03:47 PM] Moreno Airoldi#4501
Let’s say that I played many genres with P10 in the last four-five years and I’m confident it can handle MOST genres.
[05-Jan-22 03:47 PM] Moreno Airoldi#4501
Fantasy, Modern world, Dieselpunk, Steampunk, Medieval japanese horror, Urban fantasy, Cyberpunk and Star Trek are the ones we played most.
[05-Jan-22 03:48 PM] Dan Davenport#6715
Let’s look at the “weird” stuff… How does magic work in this game?
[05-Jan-22 03:48 PM] Moreno Airoldi#4501
Yeah I do have a Star Trek setting with all the species etc. but ofc I cannot publish that. 😜
[05-Jan-22 03:48 PM] Moreno Airoldi#4501
Of course.
[05-Jan-22 03:49 PM] Moreno Airoldi#4501
So in the manual you’ll find four kind of “powers”: magical, clerical, psionics and meta-physical (or “super”)
[05-Jan-22 03:50 PM] Moreno Airoldi#4501
Each has a list of “powers” or “spells” you can learn. Each “spell” is broad in scope and can be used in different ways. This is another point I’m very fond of: skills are also broad and can be used any way they make sense in the narrative.
[05-Jan-22 03:51 PM] Moreno Airoldi#4501
Here’s how powers work:
[05-Jan-22 03:52 PM] Moreno Airoldi#4501
You “buy” the skill, for example “Magic user”, and for each level you buy for the skill you get one “spell”. Meta-physical powers work differently as each is a (very powerful!) skill and must be bought and levelled separately.
[05-Jan-22 03:53 PM] Moreno Airoldi#4501
There are not “mana” points: you can always try to use your powers. And the powers are balanced so that it makes sense within the game.
[05-Jan-22 03:53 PM] Moreno Airoldi#4501
And you generally have to roll to use them.
[05-Jan-22 03:53 PM] Dan Davenport#6715
Even “passive” powers, like super-strength?
[05-Jan-22 03:54 PM] Moreno Airoldi#4501
That depends. For example
[05-Jan-22 03:54 PM] Moreno Airoldi#4501
This is the description of the “Super strength” power
[05-Jan-22 03:54 PM] LibrariaNPC#1056
(Sorry, work happened and I need to officially bail out. Best of luck with the rest of the Q&A; I’ll try to read up on it all later!)
[05-Jan-22 03:55 PM] Moreno Airoldi#4501
Bye and thanks for being with us tonight!
[05-Jan-22 03:55 PM] Moreno Airoldi#4501
“Allows you to lift and carry up to 1000 kgs for each Skill Level. When used to attack in
melee, it will let you inflict ½D10 additional damage for each Skill Level. You also get
a Modifier equal to your Skill Level on all BDY-based Checks that require the use of
pure strength (of course the difficulty of such a Check will be based on your Super
Strength, so if you have Level 3 Super Strength, trying to rip open a bank vault would
be just a normal BDY-based Check with no penalty for you). You also gain a natural
Armor Grade equal to your Skill Level, with no associated penalty.”
[05-Jan-22 03:55 PM] Dan Davenport#6715
(Take care, @LibrariaNPC!)
[05-Jan-22 03:56 PM] Moreno Airoldi#4501
So the idea is that if you have Super Strength your GM will never ask you to roll if you try to lift an object with a weight of 200 kgs. If you don’t have super strength, you’ll have to roll on Body for sure.
[05-Jan-22 03:57 PM] Moreno Airoldi#4501
And see the example about ripping open a vault in the description.
[05-Jan-22 03:57 PM] Moreno Airoldi#4501
That’s how it should work.
[05-Jan-22 03:58 PM] Dan Davenport#6715
Do you have rules for cybernetics?
[05-Jan-22 03:58 PM] Moreno Airoldi#4501
Sure. Sorry I’ll have to leave you for a minute. Be back quick and will answer.
[05-Jan-22 03:58 PM] Dan Davenport#6715
No problem!
[05-Jan-22 04:00 PM] Moreno Airoldi#4501
Ok I’m back. So. Cybernetics.
[05-Jan-22 04:01 PM] Moreno Airoldi#4501
In the manual you’ll find a chapter on “Prosthetic Implants”. I used this more generic term since you can use that gear for everything from steam-powered arms to cybernetic implants.
[05-Jan-22 04:02 PM] Moreno Airoldi#4501
Each implant comes with a full set of rules and stats and has spaces for “options” which can be added to enhance its capabilities.
[05-Jan-22 04:02 PM] Moreno Airoldi#4501
Generally a maximum of two options per implant.
[05-Jan-22 04:02 PM] Moreno Airoldi#4501
You’ll find everything from neural enhancers to wall-climbing hands and feet.
[05-Jan-22 04:04 PM] Dan Davenport#6715
Do you offer any specific races/species to play?
[05-Jan-22 04:05 PM] Moreno Airoldi#4501
Sure. The basic manual includes 12 species that range from fantasy to modern to sci-fi, plus rules to create your own species.
[05-Jan-22 04:06 PM] Moreno Airoldi#4501
One special species is the cyborg, which lets you create a character with a fair amount of implants. Of course that comes with the price of a couple of nasty Flaws!
[05-Jan-22 04:07 PM] Moreno Airoldi#4501
Some species in the manual also offer Benefits and Flaws that are not available outside that specific species.
[05-Jan-22 04:07 PM] Moreno Airoldi#4501
Roll your own species is the most fun of course!
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[05-Jan-22 04:07 PM] Moreno Airoldi#4501
That worked quite well with some of my more creative players!
[05-Jan-22 04:08 PM] Dan Davenport#6715
Does the game include a bestiary of sample creatures?
[05-Jan-22 04:09 PM] Moreno Airoldi#4501
Yep it does. 20 creatures are included which range from the classical goblin (in three flavors) to robots and drones to gang members to mythical creatures.
[05-Jan-22 04:10 PM] Moreno Airoldi#4501
You also get a quick reference table that lets you create NPCs on the fly.
[05-Jan-22 04:10 PM] Moreno Airoldi#4501
Depending on the NPCs prowess (weak, average, strong, etc.) you get all the stats you need to use it in game.
[05-Jan-22 04:11 PM] Moreno Airoldi#4501
So you can generally use the table for all minor NPCs and creatures and focus on the important ones instead.
[05-Jan-22 04:12 PM] Moreno Airoldi#4501
One interesting thing is that rules for vehicles are included and very large beasts like dragons can be played as vehicles!
[05-Jan-22 04:13 PM] Moreno Airoldi#4501
Which makes more sense as each part of the body can have its own HP, armor, etc. and when disabled can hinder the creature in different ways.
[05-Jan-22 04:13 PM] Dan Davenport#6715
That does make perfect sense.
[05-Jan-22 04:14 PM] Moreno Airoldi#4501
And also lets you play tank-vs-dinosaur-vs-mecha if that’s your thing.
[05-Jan-22 04:14 PM] Moreno Airoldi#4501
😁
[05-Jan-22 04:14 PM] Dan Davenport#6715
Sweet. I know that would appeal to at least one of our regulars here… Right, @GenoFoxx? 😉
[05-Jan-22 04:14 PM] Moreno Airoldi#4501
Haha cool!
[05-Jan-22 04:14 PM] Dan Davenport#6715
(He may not actually be active at the moment, but he’s our resident mecha freak. 😄 )
[05-Jan-22 04:15 PM] Moreno Airoldi#4501
I’ll have to catch up with him sometimes soon then 😁
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[05-Jan-22 04:16 PM] Dan Davenport#6715
What is your least favorite aspect of this game? Does anything not quite satisfy you about it?
[05-Jan-22 04:16 PM] Moreno Airoldi#4501
Ow yeah absolutely! 😂
[05-Jan-22 04:17 PM] Moreno Airoldi#4501
The least refined part is the one on vehicles. It works but I think it still needs some work.
[05-Jan-22 04:17 PM] Moreno Airoldi#4501
Also
[05-Jan-22 04:18 PM] Moreno Airoldi#4501
Although I’m very happy with how that works, I didn’t really solve the eternal problem about the difference between rolling only on stat vs rolling on stat+skill
[05-Jan-22 04:19 PM] Moreno Airoldi#4501
The game is balanced from that point of view in the combat system (specifically on Defense) but for the rest it still is not perfect
[05-Jan-22 04:19 PM] Moreno Airoldi#4501
It basically all comes down to the GM having to judge correctly what an “average difficulty” task is when rolling only on a stat
[05-Jan-22 04:19 PM] Dan Davenport#6715
Good answers!
[05-Jan-22 04:20 PM] Moreno Airoldi#4501
If I may, I could show you how the full ruleset can be printed on a single sheet of paper
[05-Jan-22 04:21 PM] Moreno Airoldi#4501
Which really shows the true power of the system as we said earlier: simple but complete
[05-Jan-22 04:21 PM] Moreno Airoldi#4501
{Attachments}
https://cdn.discordapp.com/attachments/780948065367490590/928412914132611123/P10_Rules.pdf
[05-Jan-22 04:21 PM] Moreno Airoldi#4501
{Attachments}
https://cdn.discordapp.com/attachments/780948065367490590/928413033947090984/unknown.png
[05-Jan-22 04:22 PM] Moreno Airoldi#4501
{Attachments}
https://cdn.discordapp.com/attachments/780948065367490590/928413125554872380/unknown.png
[05-Jan-22 04:22 PM] Dan Davenport#6715
Very impressive!
[05-Jan-22 04:23 PM] Dan Davenport#6715
You touched on this earlier, but how general are the skills? What is the skill for using a sword, for example?
[05-Jan-22 04:23 PM] Moreno Airoldi#4501
Good question.
[05-Jan-22 04:24 PM] Moreno Airoldi#4501
You have a “Blade Weapons” skill that works for all kinds of swords, axes, etc.
[05-Jan-22 04:24 PM] Moreno Airoldi#4501
And “Small Blade Weapons” for knives and such.
[05-Jan-22 04:25 PM] Moreno Airoldi#4501
The former generally used with Body and the latter with Reflexes, although it may perfectly make sense that you roll on Reflexes + Blade Weapons.
[05-Jan-22 04:25 PM] Moreno Airoldi#4501
So the answer is that the skills are generic but not TOO generic.
[05-Jan-22 04:25 PM] GenoFoxx#2590
👍
[05-Jan-22 04:26 PM] Moreno Airoldi#4501
For example, you have separate “Rifles” and “Pistols” skills.
[05-Jan-22 04:26 PM] Moreno Airoldi#4501
Another interesting thing on this
[05-Jan-22 04:26 PM] Dan Davenport#6715
(Ah, there’s @GenoFoxx. 😄 )
[05-Jan-22 04:27 PM] Moreno Airoldi#4501
You can create and name your own skill in the game. The skills in the manual are just suggestions. And you can also decide how broad you want them depending on the setting.
[05-Jan-22 04:27 PM] Dan Davenport#6715
(Oh, say hello to @Marcolino and @DarkHorn. I’m told they’re friends of yours. 🙂 )
[05-Jan-22 04:28 PM] Moreno Airoldi#4501
For example you may grant a very broad “engineering” skill in Star Trek but require a field of specialization in modern world settings
[05-Jan-22 04:28 PM] Moreno Airoldi#4501
Ow yeah two of my players. Welcome guys!
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[05-Jan-22 04:29 PM] Dan Davenport#6715
Does the game offer any “meta-currency” like drama/fate/hero points?
[05-Jan-22 04:29 PM] Moreno Airoldi#4501
That’s a very interesting point
[05-Jan-22 04:29 PM] Moreno Airoldi#4501
I’ve been debating this for AGES with some of my players and fellow GMs 😂
[05-Jan-22 04:30 PM] Moreno Airoldi#4501
The game does not provide any meta-currency since I don’t really like meta currencies
[05-Jan-22 04:30 PM] Moreno Airoldi#4501
Meaning
[05-Jan-22 04:30 PM] Moreno Airoldi#4501
I like that the system lets you play on the strengths of your character and on your ingenuity to solve the most difficult situations
[05-Jan-22 04:31 PM] Moreno Airoldi#4501
The critical success/failure and advantage/disadvantage mechanics, IMHO, are more than enough for all the heroics you nedd
[05-Jan-22 04:31 PM] Moreno Airoldi#4501
*need
[05-Jan-22 04:32 PM] Moreno Airoldi#4501
Meta currencies always sounded to me like a way to try and fix some basic problem (namely, lethality) in the rules
[05-Jan-22 04:32 PM] Moreno Airoldi#4501
That said, there is a place for fate points in P10 and it may be coming as an optional rule in the future 😜
[05-Jan-22 04:32 PM] Moreno Airoldi#4501
I know some ppl really like that
[05-Jan-22 04:33 PM] Dan Davenport#6715
What’s next for P10?
[05-Jan-22 04:34 PM] Moreno Airoldi#4501
As I said earlier, life really got in the way so the project has been frozen for some time. But I plan to resume work on the setting sourcebooks.
[05-Jan-22 04:35 PM] Moreno Airoldi#4501
I also have an adventure module that was playtested and only needs the final editing
[05-Jan-22 04:35 PM] Moreno Airoldi#4501
So that may be coming out soon-ish
[05-Jan-22 04:35 PM] Moreno Airoldi#4501
Also
[05-Jan-22 04:36 PM] Moreno Airoldi#4501
I would like to publish a few freebies. One may be the “fate points” add-on. Another, which is almost ready as we speak, is a critical success/failure result table.
[05-Jan-22 04:37 PM] Dan Davenport#6715
Nice ideas. 🙂
[05-Jan-22 04:37 PM] Dan Davenport#6715
In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[05-Jan-22 04:38 PM] Moreno Airoldi#4501
A couple of minor subjects that may not be so minor
[05-Jan-22 04:38 PM] Moreno Airoldi#4501
Forstly. in-game economy
[05-Jan-22 04:39 PM] Moreno Airoldi#4501
I find that’s a subject that’s always hard to handle at the table, so I provided some detailed guidelines in the manual to help GMs
[05-Jan-22 04:40 PM] Moreno Airoldi#4501
You’ll find what you need to assess the price of items, weapons, services, etc.
[05-Jan-22 04:40 PM] Moreno Airoldi#4501
But also to assess rewards for quests/tasks
[05-Jan-22 04:40 PM] Moreno Airoldi#4501
So the economy comes full circle
[05-Jan-22 04:41 PM] Moreno Airoldi#4501
Secondly, damaging objects and penetration
[05-Jan-22 04:42 PM] Moreno Airoldi#4501
You get a full set of rules and stats that let you quickly and easily handle situations like “does Joe get any damage when a bullet from an automatic weapon hits the wood table he’s hiding behind” ?
[05-Jan-22 04:42 PM] Moreno Airoldi#4501
Or “how much damage do I have to inflict to a concrete wall to open a man-sized hole” ?
[05-Jan-22 04:43 PM] Moreno Airoldi#4501
And one last comment:
[05-Jan-22 04:44 PM] Moreno Airoldi#4501
The game provides a full set of rules to handle things like mexican standoffs, cooperative and support actions, suppressive fire…
[05-Jan-22 04:44 PM] Moreno Airoldi#4501
Again, a few simple rules to handle (hopefully) any situation you may encounter at the table
[05-Jan-22 04:45 PM] Moreno Airoldi#4501
Almost 😜
{Reactions}
🙂
[05-Jan-22 04:45 PM] Dan Davenport#6715
Thanks very much for joining us, @Moreno Airoldi!
[05-Jan-22 04:45 PM] Moreno Airoldi#4501
And thanks a lot for having me. Thanks everybody and if you want to check out my game just visit my publisher page:
[05-Jan-22 04:46 PM] Moreno Airoldi#4501
https://www.drivethrurpg.com/browse/pub/13122/Flight-of-the-Valkyries
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https://www.drivethrurpg.com/browse/pub/13122/Flight-of-the-Valkyries
DriveThruRPG.com – Flight of the Valkyries – The Largest RPG Downlo…
Your one-stop online shop for new and vintage RPG products from the top publishers, delivered fresh to your desktop in electronic format.
[05-Jan-22 04:46 PM] Dan Davenport#6715
Usual reminder: If you’ve enjoyed this Q&A and would like to treat me to a coffee or two, you can do so at https://www.ko-fi.com/gmshoe. Anything’s appreciated! 🙂
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[05-Jan-22 04:46 PM] Dan Davenport#6715
If you’ll give me a couple of minutes, I’ll get the log posted and link you. 🙂
[05-Jan-22 04:46 PM] Moreno Airoldi#4501
Thanks @Dan Davenport thanks everyone ❤️