Neon Knights is a heavy metal, cassette futurism, fantasy RPG that (hopefully) captures the feeling of that song. The basic premise is that the players are all Knights, equipped with swords, laser blasters, and motorcycles, defending their realm from whatever threatens it.
In terms of game mechanics, I'm using Fate Accelerated Edition at the core, but stealing liberally from some other sources as well. The biggest change is that FAE's approaches are replaced with a list of knightly virtues (similar, but not identical, to Pendragon). Any die roll is a combination of two virtues, and consequences sustained on a roll apply directly to one of the virtues you used.
The game also includes shared setting creation by taking turns answering a set list of questions about the Realm itself and the world around it (idea taken directly from Kids on Bikes, though the specific questions on the list are my own). Answers to these questions are directly useful as is, but since this is Fate they are also used to define several aspects for the setting. And, as with other Fate games, players can define additional details through the aspects they take for their characters.
Here's what I have so far that I'm feeling comfortable with (apart from the exact prose):
- Adaptation of the core FAE rules
- Setting creation and character creation
- Basic rules for Steeds (ultra-tech motorcycles, which definitely deserve some mechanical definition)
- Adapting damage rules, given the other changes I'm making
- Weapons, armor, and any other gear that might matter
- Sample adversaries (I've got a few but I want more)
- General guidelines for what the setting looks like, which the question list then fleshes out
- Magic and/or old tech - one of the side thoughts I've had with this game is that it will involve discovering lost tech, which may or may not be magical, but I haven't really figured out what I wasn't to do with this piece yet
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