Version 0.0.4.2


Well, last playtest was quite an eye-opener: the game was boring! I felt very strongly that the direction the game was going was flawed. While playing it, I kept getting mired on the calculations needed for rolling rather than on the important part, which is doing things with my characters and feeling the suspense when throwing dice. To feel you are spending more time making calculations to know what you need to roll instead of having fun clearly implied that a change was sorely needed.

So, the game gets a new, 0.0.4.2 version. What were the main things I had to have in mind when making changes?

Basically that there are three main events during gameplay: wanting to do something, rolling to know if you managed to do it, and feeling there are consequences. The focus must remain on these three aspects instead of on some kind of detailed and boring simulation.

The first major change is thus to simplify, to eliminate most of all that comparing, doubling, halving, adding, and subtracting. Now rolls are just against the same number, under it or over it, not against its double or half. This made me change the system to d6s, as they pair better with this fewer options.

For Initiative, I have chosen to keep the minigame of betting and rolling who goes first every new activation. I think it is fun and adds another layer of strategic thinking.

Wounds and shock have been substituted. Instead, now we have a system of Integrity and Wounds. When a character gets hit, their player will roll their Resistance and Armour against the Strength of the attack. If they fail, they lose Integrity, and this usually means they get immediately killed, or somehow incapacitated. And even if they succeed, they will lose Wounds, as they have indeed been hit. So a character can die suddenly or slowly anyway. XD

There have been other changes here and there, but these are the main ones. As always, enjoy and let me know what you think!

Files

COR 0.0.4.2.pdf 976 kB
3 days ago

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