JUN 24 EDIT: Added two new links
I will be posting links to chapters from v4.0 as I finish the initial version (i.e. copyediting, style editing, and potential design tweaks still to come).
Since these are being linked as I go, it won't really work to use them for learning the rules until the majority have been posted. I'm releasing them more to give the interested a preview of the next version and the chance to see the cycle of development more directly.
The new rulebook is designed to be read in the order you will need information. It will include rule reference sheets for quick look up/reference while playing.
Game Phases Section
(this section is not being written entirely in order so some references will be to rules in earlier chapters that haven't been finished)
I finally finished the "creation" chapters of the book. So the Overview/Core Concept section (the latter of which now is really about the core mechanic and not +every other game mechanic), World Creation, Character Creation, and Team Creation are finished.
On one hand, this feel like a small amount of content. On the other hand, it represents the biggest creation/addition of new mechanics in the entire book. The part of me that thought, "Sure, redo the safe house system by dropping bland upgrades and creating 32 new special abilities to replace them," was obviously bad at math...because making 32 special abilities balanced and interesting it a headache. Especially as these are being added to the 49 team special abilities and 108 character special abilities and 91 special contract abilities already in existence.
280 special abilities in-game. I think I have a problem with limiting ambition. And that's before I add the antihero playbooks.
The remaining edits fall into two main categories:
1) Writing up new rules. So not content generation per se, but still work.
2) Adding sandbox tools and random generation charts.
The second might be added in version 4.1 just so I can get the next version into playtesting sooner.
Progress on the rulebook is slow but steady. I am doing a rewrite from front to back, changing the order, incorporating rule changes, and copy editing as I go. It's a more extensive overhaul than I originally planned. The next release will probably be closer to v4.0 rather than 3.2.
It is worth it to me because:
Changes to mechanics pretty much fall into the categories of:
The second category is taking the most time. There are some systems/rules/game moments I love. Now I need to revise/refine everything else to tie into those mechanics. That process requires a lot of cutting out, reconfiguring, rebalancing, and reimagining.
Currently, I have three core pillars:
The first pillar is a good example of my current revision process. I like the core contacts system; now I'm changing all adjacent systems to feed into it. What does that mean?