Very brief update.
Most of my focus this month is finalizing my main revisions of the Karma in the Dark ruleset for my new game, Crossing Worlds. My Friday design post will cover the process I've used for this revision.
A big focus has been on streamlining. I've been focusing on identifying the essential feeling I want to create with Crossing Worlds and removing, simplifying, or editing every mechanic to feed into that idea. One part of this process includes remaking playbooks.
While I like the idea of souls with flexible discipline choices, in practice I haven't seen many players mix and match between different archetypes (e.g. a player picks a Cyborg discipline and a Virtual Artist discipline). Almost everyone picks disciplines within their archetype, e.g. two Cyborg disciplines. At the same time, trying to create character sheets for every combination of souls led to a lot of paperwork.
I've decided to model the playbook layout more off some Powered by the Apocalypse games like Dungeon World: playbooks stretch over 2 pages. The first page has the essential information used by pretty much every charater; the second page lists all of the possible special abilities you can pick for your playbook (along with xp tracking).
For now, you pick a playbook and primarily pick special abilities that match it. You can pick up to 4 veteran abilities that pull from any playbook within your soul type (e.g. cyber, magic, or motral). While this limits many of the abilities to your archetype, it also opens up 3 disciplines by default, i.e. 12 different special abilities to choose.
For simplicity's sake, I've also layed out playbooks to match the vertical layout of the rulebook, so the sheets can be included in the main text.
This is a draft of the Tech Jockey playbook with the new layout.
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