Can you provide some examples of play on a separate sheet or something? I'm having a hard time figuring out the process of playing a mission and advancing my character.
Hi, I would like to help you out. If you could be more specific in your questions, it would be easier for me to answer. I'll try to be abstract, if you are playing with a GM:
1. The GMs sets a scenenario as you would normally do on a standard TTRPG.
2. The players act bases on circunstances, aiming to fulfill their character's drive, which not necesarily go hand in hand with the mission.
3. The mission is not over until the Pressure is depleted. Pressure is reduced by one by adding a new conflict.
4. After the mission, you may have as many downtime as the context allows it until the next mission.
During the mission (or anytime), the game rewards you by completing certain character development actions which include deepening your relationships with other characters or showing more complexities about your background. War drama is prioritized over other aspects of the experience.
Thank you for the context. I was hoping to play this as a solo game.
Can you elaborate on #3? If my Pilot is on a Mission to kill an enemy, then to resolve the Mission, I have to spend 1 Pressure, which then creates a new narrative conflict or enemy. Do I have to resolve that conflict or kill that second enemy right away, or is this meant to set up the next Mission?
I definitely appreciate the amount of work that's gone into creating a framework for the unique characters and their progression, but I still think this would benefit from an example gameplay session.
Hi! Those are to mark the unlocked new Systems. You start with two, so therefore there are two already marked. There are no "life points". I hope I answered your question.
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Can you provide some examples of play on a separate sheet or something? I'm having a hard time figuring out the process of playing a mission and advancing my character.
Hi, I would like to help you out. If you could be more specific in your questions, it would be easier for me to answer. I'll try to be abstract, if you are playing with a GM:
1. The GMs sets a scenenario as you would normally do on a standard TTRPG.
2. The players act bases on circunstances, aiming to fulfill their character's drive, which not necesarily go hand in hand with the mission.
3. The mission is not over until the Pressure is depleted. Pressure is reduced by one by adding a new conflict.
4. After the mission, you may have as many downtime as the context allows it until the next mission.
During the mission (or anytime), the game rewards you by completing certain character development actions which include deepening your relationships with other characters or showing more complexities about your background. War drama is prioritized over other aspects of the experience.
Thank you for the context. I was hoping to play this as a solo game.
Can you elaborate on #3? If my Pilot is on a Mission to kill an enemy, then to resolve the Mission, I have to spend 1 Pressure, which then creates a new narrative conflict or enemy. Do I have to resolve that conflict or kill that second enemy right away, or is this meant to set up the next Mission?
I definitely appreciate the amount of work that's gone into creating a framework for the unique characters and their progression, but I still think this would benefit from an example gameplay session.
Page numbers would help too.
I Hope this is helpful!
https://docs.google.com/document/d/1qyOIy2GWB4pifmgv9GexEEBRl8R4dnumZVcEXFpOSMU/...
Absolutely! This is just what I needed. Thank you so much. 🙏
Looks cool. Will there be another Sci-Fi Worlds bundle at some point?
Thanks. Most likely will be.
I don't understand. Are the grey and white squares next to the systems supposed to be your mecha's lifepoint or a they purely aesthetic?
Hi! Those are to mark the unlocked new Systems. You start with two, so therefore there are two already marked. There are no "life points". I hope I answered your question.