After a lot of work, editing, reworking of game systems, and so on, I’m happy to say the new version of the game text is complete and ready for anyone to view. I’d include a change-log, but it’s easier to say pretty much everything except for the core rolling mechanic has been reworked.
While putting the finishing touches on the latest incarnation of The Young and the Brave, I took a short break to work on a totally unrelated game called Bottle Cap Throttle. Bottle Cap Throttle is a game about flicking bottle caps around a table to simulate drunken, post-apocalyptic loons driving around a battered wasteland. You drive with bottle caps, you fight with bottle caps, you make skill checks with bottle caps… you get the picture. Grab the short pdf below to check it out.
Well, after getting some excellent critical advice on the game system from someone who knows what they’re talking about, I’ve decided to make major edits to the next version of the game. It may as well be a whole new beta considering how different (read: streamlined) it will be.
Very excited about these changes!
The eight (and final) episode of this campaign arc. The party does some time traveling, battle a boss, and meet a celebrity of sorts. The first 20-30 seconds of spoken audio have an echo because two of the microphones were temporarily right next to each other, but that ends quickly. It’s still not the best audio out there, but if you aren’t too picky about that sort of thing, the issues are easily ignored.
This is the last episode of this series, and I’m unsure when or if I’ll be uploading more. I will continue fine tuning the game and sooner or later I hope to do the old graphic design thing on it and pretty up the rules, but for now, it is easily playable and enjoyable in its current state.
The intro and outro music on this episode is Orange Jacket by John Fletcher, and can be found in the creative commons section of Soundcloud.
After far too long, we were able to record another session here. The party makes their way to an ancient temple with hopes of restoring magic to all humans regardless of age, but does the villainous Sammy have something else in store for our heroes?
This weeks intro/outro music is from Gundatsch with their song Nokoko which can be found in the creative commons section of Soundcloud.
Some more changes to the rules to help speed up combat and to give the players more options in how they approach combat. The initiative changes should allow for more tactical decisions on the players’ and GM’s side. The changes to critical rolls and dodging were first mentioned in the February 24th post of this year, but have finally been implemented into the rules.
- The Shadows (monster type) has been renamed to The Shadow Creatures for clarity purposes.
- Initiative system completely revamped.
- Critical rolls now include succeeding or failing by 7 or more points, as per the February 24th post on this site.
- Rules for crouching were removed as no one ever used them, and I ultimately felt they were unnecessary.
- The number of times a character can dodge is now determined by their dexterity attribute, as per the February 24th post.
- The Knowledgeable trait has been removed from the traits listing and moved to the Skills listing, thus allowing a character to take it as a skill for multiple areas of knowledge instead of a one time option at character creation.
The Young and the Brave [beta v0.85] Use the version below instead.
Slightly unrelated, but I hope to have a new Actual Play episode up soon. Just having a hard time getting everyone together for a session. I’m sure you all know what that’s like if you’re a grown up with a job.
Edit: Slightly updated version that fixed a weird layout problem.
The Young and the Brave [beta v0.851] Use this version.
The biggest change to this version of the rules is the elimination of attribute requirements (aka prerequisites) based on the feedback of one of my play testing groups. I was a bit hesitant when it was first suggested to me, but the idea really grew on me over time, and I think this will really free up players to have more fun in character creation. Additionally, this should greatly simplify the character creation process, which was one of the more complicated/time consuming aspects of the game. This also has a small benefit in reducing the page count by a bit, which doesn’t mean much for an electronic document, but it still makes me happy.
Attribute requirements for weapons and armor are still in effect as for now, as I’m still considering whether to keep them or not.
There may be some residual text in the document referring to attribute requirements that will be removed in the final version of the text. Basically, I need to re-read the whole thing, and I’d rather hold off on that until most/all mechanical changes have been implemented.
I haven’t applied the changes from my February 24 post regarding critical rolls and dodge mechanics, but that his how I’ve been running the game in play testing, and those rules will be added to the text with the next major update. Additionally, that update might include changes to the initiative system to either incorporate a speed or dexterity check, or to simply leave it to the players to decide combat order.
- Removed attribute requirements/prerequisites for spells, abilities, and skills. Experience point cost of some spell and abilities raised.
- Underlined spell book titles to differentiate from actual spells (you’re welcome Leah.)
- Minor changes to text for clarification/correction purposes.
- Clarified text for karate skill to emphasize combat bonuses only apply while the combatant is unarmed.
- Experience point cost of raising attributes increased after the 10 point mark.
- Character creation point total increased.