Synanthropes, v. III

Synanthropes Version 3.0!

Another ruleset, this time complete with the sixth and final synanthropic species: the Gecko. Based on the house gecko which infests urban areas throughout Asia, they’re built to be the “rogue” class, in that they’re a society built on asocial paranoia, because they’re tiny lizards. Hopefully, they’re fun. I’ve also tweaked the Clue rules, enabling characters to stumble upon Clues even when they fail at tasks, which makes a lot of sense. Also, as previously discussed, the Hoard dice have given way to Hoard points.

I suspect (though I won’t know this for sure until after the next few playtests) that I have the rules where I want them to be. That doesn’t mean that the process of testing is over and done… rather, it’s the big issues that are dealt with: the central mechanical interactions should be functional and entertaining, and the remaining changes are going to be relatively minor: tweaking the composition of the Danger Oracle, for instance, and the specific skills of the different Synanthropes (for purposes of balance) and the precise cutoff for delineating success and failure. These are important, but these are going to be alterations to what is present on the page already. Tweaks. Revisions, rather than full resets. To put it another way, the next time I throw up a copy of Synanthropes, it’s proooooobably going to be version 3.1, and the changelog won’t mention anything being added, just being altered.

That’s of course assuming that I don’t see something completely fall apart in the next couple of playtests, requiring me to go back to the drawing board on a major concept. That’s a pretty major assumption, but it’s one I’m happily making.

Anyway, here it is! ENJOY!

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