Today's game design work - wrote up the damage and injury section for Neon Knights. I had been struggling a little with working out an idea for how I wanted to depart from baseline Fate Accelerated, and today I was able to pin it down. As I mentioned in my prior post summarizing the game, all rolls use a combination of two approaches, and damage might be dealt directly to the approaches you used. What I wrote up today was the specifics for making that an option that essentially replaces FAE's mild consequences (and, admittedly, gives you a lot more of them). Stress still works like normal, as do moderate and major consequences. I'm not sure how this will affect the power level - on one hand, it means that PCs can take a lot more damage than in other Fate-based games, but on the other hand they get a direct penalty to the damaged approach, rather than an aspect that may or may not ever be invoked, so when they do get hurt it might matter more. Eventually I'll actually test the game and see how this works out, but this is where we are for now.
Sunday, March 27, 2022
Progress Report 3/27/22
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