Significant Rule Changes


Hello everyone.

In the time that I haven't been updating Gothic-Punk, I've been studying several other skirmish games. I've been seriously considering changing the GP ruleset and would like to hear your opinions.

The first iterations of the game were based on Scott Malthouse's wonderful Dead Gods. Gothic-Punk with this mechanical basis worked well in playtests, although I felt that something was missing...

I've been thinking about changing the mechanical basis to a slightly more traditional system of Hit Points and dice pools (probably d6, but maybe d10 to evoke the retro WoD Storyteller).

Although I have a lot of notes, I don't have anything concrete to show you yet, I just thought I'd share these thoughts.

I imagine that the theme attracted you to Gothic-Punk, but I'd like to know how attached you are to the current mechanics. Would it be worth changing the game that already works as it is, or would it be better to make another game with a similar theme?

GP is still in version 0.2, so it's not officially finished. I suppose changes are expected, and if they don't work out, they can be reverted. I just don't want to mess things up if you're already enjoying the game as is.

What do you think?

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Comments

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(+1)

Like a lot of other people here, what drew me to your came was the call backs to WoD. Plus your game seemed a lot more playable and honest than the original game (to be blunt). So go for whatever makes you a happy game design! :D


I just reread it and one thing that I am wondering about is whenever the game (as it is) can have a runaway leader effect? Or can it remain close to the end of the game?


Anyway, I love your game. All the best to you whatever you end up doing.

Thank you, Thais! I'm glad to know. ^^

About your question, sorry, I didn't understand. Can you explain it better?

(+1)

I'll try :D


What I mean by "Runaway leader" is that one player gets an advantage (knocks out some models for example) that means that the game is clearly over by turn 2 or similar, but we "have to" keep playing. Just wondering if you have ever had that experience.

(+1)

I don't remember this happening in skirmish games, but I've had something similar happen in some board games. It's pretty unpleasant.

I'm always concerned that the losing side still has a chance to fight until the end of the game. It's one of the reasons behind some of the Karma mechanics.

I'm making notes for the new version of the game. Among them, I think about making Karma more useful for the player depending on the number of their models out of play. It still needs to be tested, but I hope it helps with the balance.

I feel like there's a fine line between giving the losing player a chance to continue and "punishing" the winning player. It seems quite easy to get the dose wrong.

(+2)

While I've enjoyed the simplicity of the current ruleset, the theme and callbacks to WoD of old are what drew me to GP in the first place... 

Good to know. Thanks!

(+2)

d6 dice pools were used in the (very ancient) Vampire Quickstart booklets in early editions, in a streamlined version of the main system, I'm unsure if that system was used for the subsequent games' quickstarts.

It could be interesting and intuitive, roll dice, 5+ is a success, maybe 4+ for stuff you're good to, maybe penalized at 6-only if you are under stress/curse/magic/something.

It also could be used as a global initiative roll: roll a pool and each success is an activation, and maybe you can force more activations by taking wounds or something.

Very interesting, Randalzy. I had never paid attention to quickstarts, I had no idea they used d6 dice pools. Thanks for the tip!

(+1)

Eu gosto bastante do jogo, mas acho que vale a pena testar!

Bom saber. Obrigado, Hebi!

(+2)

Hi, love your game. I'm not attached to the rules as what drove me was the theme. I feel that if you want to change your game and in your opinion fits your vision best, I think you should do it. If in the end you don't like the product, go back and try again.

Cheers.

(+1)

Thanks for your support, Bearbottle!