I may have missed this while reading through, but, when does the Conflict Turn happen?
I see an 'order' of
Sortie
Downtime
Plan & Prepare
Sortie
Downtime
Plan and Prepare
etc.
Does the Conflict Turn happen after Sorties/before Downtime, after Downtime /before Plan & Prepare, or after P&P/before Sorties?
Additional question- how many moves does an Astir from a Channeler playbook start with? My first reading is two- one that's 'inherent' to the Astir, and one given from the playbook, but that doesn't seem to gel with what some of the Encore playbooks indicate.
Just wanted to say, based! Simply based of you, many thanks! Been reading, the system seems like an absolute blast! If I get the chance, will for sure give Encore a check, but for now, got some google sheets set up on every playbook ( + Carrier ) and I'm setting up a campaign.
Hi, im new to the system, I keep seeing 'Hold 3' etc all over this system and there is absolutely no explanation of what 'Hold' means, does anyone know? I assume its a resource or a die or something?
1. I strongly recommend you read Apocalypse World - it's a great game in its own right, but it will also set you up for engaging with any PbtA games in the future.
2. To actually answer your question though, hold is a sort of temporary currency, in most cases meant to be spent within the ramifications of the move that generated the hold (a move will be explicit if that's different). In the vast majority of cases, when a move tells you to "hold 3" or another number, it will then tell you how and what to spend that hold on. (do let me know if that's still unclear)
Page 19 "losing use a weapon until you can re-arm"
Should be " losing use of a weapon until you can re-arm"
Lead A Sortie lacks an explanation of what happens on a failure, minus a short example later in the book. I feel most moves should just list what happens on a failure to be clear.
6- is a move as hard as the GM wants, as per standard PBTA rules, though I'm now realising that... might not actually be explicitly mentioned anywhere, somehow? Good catches on both counts.
Also reading through, I,m confused about gear. The book references
"Next, choose from the gear or equipment options your playbook has. Some playbooks have more than one choice."
But I don't see it listed anywhere how much gear we are supposed to choose? I originally assumed we just got all the gear on the playbook since it didn't list (choose one) like on Approach.
Should add despite all my nit picking I am loving what this game is doing.
That one's defined per playbook, since it differs! It's near the top of each playbook, under 'Gear'. You get everything in that column, but it should define an amount of choices you get from the other one.
Getting ready to play this game with friends. So excited! Thank you for all your work on this game. :)
For those who like the flexibility of a Google doc character sheet, I put one together for my group that they're really liking, and figured I would share. You can view it and make a copy here.
Love the game and my group have been excitedly building our campaign up over the last few weeks!
One question that came up for us was: For dangers, i.e. risks and perils, we know they take up slots and contribute to rendering a character defenseless, but do they have any other mechanical effect?
Like, if I get the exposed peril for example, beyond taking up one of my danger slots, what effect do you imagine this has? Like, should it impose disadvantage or desperation on certain moves, or does taking up the danger slot represent a sufficient penalty, so also having it impose that would be too much?
Just want to make sure we're approaching them right, I didn't get a clear sense from the text under the Dangers section.
Hi Briar. A very minor thing: along the whole book (and also up here, in the game description) you use the semicolon ";" at the end of the phrases that introduce a list of items.
I don't know if you had a reason for using it, however I'd humbly suggest you to change them all with the standard symbol used for that, the colon ":".
I find it slightly distracting, 'cause my proofreader soul thunders to come out :D
In the meantime, compliments for the 1.2 release 💜
Any chance their will be a Print-to-order of this game? Really digging your work and would love to add it to my book shelf. If not I guess I'll for sure print it at a shop after next update.
Playing a mech rpg that blends the fantasy with science fiction in such a precise way so as to be distinct from cyberpunk games like Shadowrun, this is everything one could want from a PbtA science fantasy game.
Have absolutely loved this game, from the mechanics to the art, everything is on point.. Are there any plans for a print release? I'd love to have a paperback copy on my shelves.
Hello! I'm deffo buying the purchase version as soon as I can but meanwhile looking at the free version, I'm loving the art credits but I'm specifically floored by the cover art and the 4 iconics on this page, too. Sorry if this has been answered elsewhere but I couldn't find it on the credits - does anyone know who that (or those) artist is(are)?
I'm excited to see this is finished! Hopefully I'll be able to get this in the future when I have a similarly eager group.
Speaking of, may I ask what your policy is on sharing the PDF with other group members of the same campaign- would I be able to share (edit: or print for in-person sessions) it/parts of it (such as the playbooks) with others so long as they didn't further distribute it past that, or would you prefer they buy a copy as well to access it?
This looks really exciting, and might scratch that mecha itch I've had. I've read through the (what I think is) most recent version in the zip document, though I haven't played it yet so some of my questions might need experience to be played through/are somewhere in the pdf and I just haven't seen it yet.
1. How is the "Sortie->Downtime->Conflict" cycle supposed to go? What about, say, a multi-sortie mission where the characters are in the field for a long time between major components- would downtime be skipped, or would options be restrained to the narrative?
2. The Conflict turns seem... vauge when it comes to resolving them. What's the relation between tokens and dice for the cause? How would you get players from trying to game the system for the cause?
3. Are projects ever explained somewhere?
4. Am I able to print out copies of the playbooks?
5. I've never used PbtA in general; can multiple people use the same playbook?
6. Some of the Parts lack power costs
7. If you're running a B-plot, could you take other characters (Channeler or no) with you? Like, say you're a captain going to attend a shady meeting and want the guy who can atomize a house along as muscle while everyone else is doing something important- could I use a B-Plot move for that, or would that be better done as the "Something Else" downtime?
8. As a follow-up, can multiple support characters use separate B-plot moves?
9. Gear Tags/Traits aren't alphabetical
10. Are multiple people allowed to run the same playbook for their characters?
11. The Stake for divisions seems kinda low- with an average of 3 and 1d6, that's a 50 percent chance of knocking stake down. Is a faction intended to be KO'd in three conflict scenes?
12. An explanation of "Hold" would be useful for anyone who hasn't played PbtA.
13. In FATE, there's an option to Create an Advantage, such as entangling someone in a net. What would be the way to do that here- for example PC Bob is fighting NPCs Steven and Earl, and Earl tries to flush Bob out of cover for Steven to hit. Would that just be Bob rolling Weather the Storm/whatever and on failure taking a Peril?
14. Is Weave Magic intended to be used for the same capabilities as Exchange Blows/Strike Decisively? If not, could you roll CHANNEL for the other ones?
15. Are you able to take the options from advancing multiple times? Or is each option only takeable once, and thus there is an effective "Level cap"- For example, I can only get up to 2 Soldier Moves throughout a campaign because the option only appears twice.
16. When describing Spotlight, the "If you take a move..." sentence at the end could use clearer writing- is that saying that I can spend all of my spotlight to both a) advance and b) make a move with advantage?
17. Am I correct in assuming that Confidence and Desperation cancel out?
18. Advancement can happen whenever, correct?
19. If you permanently get rid of a hook by spending it, can you gain another one later? Same with crossed-out gravity clocks.
5 and 10 are the same question. And to answer that question specifically, you *can* run it that way, but it's better if you don't, at least in other PBTA games. in the other PBTA games I've read, it's made clear that playbooks aren't just your class, they're also your role in the narrative, and guidelines for your character's story, so it can be done but it can feel like stepping on eachother's toes if two people are taking the same one.
Hi! Love the game, very excited to run it with a couple of my groups, and I'd LOVE to have a playbooks + reference PDF to send them. I saw your comments about wanting form-fillable sheets, and I'd be happy to convert a non-fillable PDF to fillable. Or edit & convert the old ones, which are apparently no longer available? Feel free to hit me up here or @aaronmfking on Twitter. Thanks!
Hey! I can actually update these myself, it's just a lot of work I don't want to really do until playbooks are locked down, because Scribus is a very unwieldy little piece of software.
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I was so thirsty for this and I didn't even know it. Bless this masterpiece.
I may have missed this while reading through, but, when does the Conflict Turn happen?
I see an 'order' of
Sortie
Downtime
Plan & Prepare
Sortie
Downtime
Plan and Prepare
etc.
Does the Conflict Turn happen after Sorties/before Downtime, after Downtime /before Plan & Prepare, or after P&P/before Sorties?
Additional question- how many moves does an Astir from a Channeler playbook start with? My first reading is two- one that's 'inherent' to the Astir, and one given from the playbook, but that doesn't seem to gel with what some of the Encore playbooks indicate.
the conflict turn happens after the sortie! before downtime.
astirs only ever have one move, their astir move.
Real shame there are no more community copies, was really looking foward to checking the artwork, since by god it drew me in
Still gonna give the free version a check, though!
Just wanted to say, based! Simply based of you, many thanks!
Been reading, the system seems like an absolute blast!
If I get the chance, will for sure give Encore a check, but for now, got some google sheets set up on every playbook ( + Carrier ) and I'm setting up a campaign.
Hi, im new to the system, I keep seeing 'Hold 3' etc all over this system and there is absolutely no explanation of what 'Hold' means, does anyone know?
I assume its a resource or a die or something?
1. I strongly recommend you read Apocalypse World - it's a great game in its own right, but it will also set you up for engaging with any PbtA games in the future.
2. To actually answer your question though, hold is a sort of temporary currency, in most cases meant to be spent within the ramifications of the move that generated the hold (a move will be explicit if that's different). In the vast majority of cases, when a move tells you to "hold 3" or another number, it will then tell you how and what to spend that hold on. (do let me know if that's still unclear)
Page 19 "losing use a weapon until you can re-arm"
Should be " losing use of a weapon until you can re-arm"
Lead A Sortie lacks an explanation of what happens on a failure, minus a short example later in the book. I feel most moves should just list what happens on a failure to be clear.
6- is a move as hard as the GM wants, as per standard PBTA rules, though I'm now realising that... might not actually be explicitly mentioned anywhere, somehow? Good catches on both counts.
Good to know and glad to help.
Also reading through, I,m confused about gear. The book references
"Next, choose from the gear or equipment options your playbook has. Some playbooks have more than one choice."
But I don't see it listed anywhere how much gear we are supposed to choose? I originally assumed we just got all the gear on the playbook since it didn't list (choose one) like on Approach.
Should add despite all my nit picking I am loving what this game is doing.
That one's defined per playbook, since it differs! It's near the top of each playbook, under 'Gear'. You get everything in that column, but it should define an amount of choices you get from the other one.
I stared at the playbooks for a solid 5 minutes in confusion until I finally saw the line you mentioned. Guess I'm blind. xD
Thanks!
You mentioned in your review there were no sheets - check the play materials! They're a seperate pdf.
Be warned that this product is not laid out with physical table use in mind, and there are currently no plans to change that.
This looks like SO much fun and I can't wait to play it!
Also FYI the hyperlink for Amor Astir on this page is broken. Found the supplement on your main page though!
Getting ready to play this game with friends. So excited! Thank you for all your work on this game. :)
For those who like the flexibility of a Google doc character sheet, I put one together for my group that they're really liking, and figured I would share. You can view it and make a copy here.
Love the game and my group have been excitedly building our campaign up over the last few weeks!
One question that came up for us was: For dangers, i.e. risks and perils, we know they take up slots and contribute to rendering a character defenseless, but do they have any other mechanical effect?
Like, if I get the exposed peril for example, beyond taking up one of my danger slots, what effect do you imagine this has? Like, should it impose disadvantage or desperation on certain moves, or does taking up the danger slot represent a sufficient penalty, so also having it impose that would be too much?
Just want to make sure we're approaching them right, I didn't get a clear sense from the text under the Dangers section.
Is there any chance of this book getting a print release? I want a copy on my shelf so badly!
Hi Briar. A very minor thing: along the whole book (and also up here, in the game description) you use the semicolon ";" at the end of the phrases that introduce a list of items.
I don't know if you had a reason for using it, however I'd humbly suggest you to change them all with the standard symbol used for that, the colon ":".
I find it slightly distracting, 'cause my proofreader soul thunders to come out :D
In the meantime, compliments for the 1.2 release 💜
Here is hoping more community copies pop up, stuffs been tight the past few years.
Looks like dreams do come true! I feel you though…
Hope it all goes well, brother.
Seems i was a tad late to the party to claim one. Alas
3 left, I hope this finds you in time
Thank's for the ping! i was able to get one!
Could someone ping me for the next time? missed this run and life's bit stingy with cash lately
Any chance their will be a Print-to-order of this game? Really digging your work and would love to add it to my book shelf. If not I guess I'll for sure print it at a shop after next update.
page 16 says all your traits should add up to 3? but everywhere else says 2?
It's one of a few small errors left over from the last sweep of changes. I'm aware of it - it'll be corrected in the future.
good to hear, love the system
why do the effects of a b-plot on page 29 and page 32 differ
Hi for business contact, would you have an email?
now i am not saying the rad dude in the second image is a foggernaut from dofus/wakfu lore and stuff but...that's totally a foggernaut 😳
Playing a mech rpg that blends the fantasy with science fiction in such a precise way so as to be distinct from cyberpunk games like Shadowrun, this is everything one could want from a PbtA science fantasy game.
is there a medic class in this TTRPG?... because I want to play as one.
I'm working my way through it and I'm really excited to play it!
On page 59 under Advancement, "Choose a new Move from the Soldier Moves" is listed twice. Is this a typo?
Is there plans for a print version?
Not currently!
Have absolutely loved this game, from the mechanics to the art, everything is on point.. Are there any plans for a print release? I'd love to have a paperback copy on my shelves.
Hello! I'm deffo buying the purchase version as soon as I can but meanwhile looking at the free version, I'm loving the art credits but I'm specifically floored by the cover art and the 4 iconics on this page, too. Sorry if this has been answered elsewhere but I couldn't find it on the credits - does anyone know who that (or those) artist is(are)?
derp found the devlog on the cover reveal, my bad.
Cover by Zack Morrison if anyone else has the same question!
I'm excited to see this is finished! Hopefully I'll be able to get this in the future when I have a similarly eager group.
Speaking of, may I ask what your policy is on sharing the PDF with other group members of the same campaign- would I be able to share (edit: or print for in-person sessions) it/parts of it (such as the playbooks) with others so long as they didn't further distribute it past that, or would you prefer they buy a copy as well to access it?
Thank you for creating this I love it :)
What is the new update of today?
Minor spelling / grammar corrections.
from what i went through i am immensely excited to have a go at playing this someday. everything about it has some many things i personally enjoy.
but (and i hope this is a good place to ask) im a little confused are ardents and what they could do (what tags work for em n what not).
other than that. it's amazin.
Guess what, I just made a review video for this thing! Why? Why not?
the art on the aries page screenshot looks suspiciously like a foggernaut..
This is a great, beautiful game, and I can’t wait to play it.
can I get confirmation on the pronunciation of "Astir?" I default to "asTEER", but I've also heard "a-STIR," and "ACE-ter."
it is TECHNICALLY a-STIR, but im not a cop and also i forget which is the right one half the time too
This looks really exciting, and might scratch that mecha itch I've had. I've read through the (what I think is) most recent version in the zip document, though I haven't played it yet so some of my questions might need experience to be played through/are somewhere in the pdf and I just haven't seen it yet.
1. How is the "Sortie->Downtime->Conflict" cycle supposed to go? What about, say, a multi-sortie mission where the characters are in the field for a long time between major components- would downtime be skipped, or would options be restrained to the narrative?
2. The Conflict turns seem... vauge when it comes to resolving them. What's the relation between tokens and dice for the cause? How would you get players from trying to game the system for the cause?
3. Are projects ever explained somewhere?
4. Am I able to print out copies of the playbooks?
5. I've never used PbtA in general; can multiple people use the same playbook?
6. Some of the Parts lack power costs
7. If you're running a B-plot, could you take other characters (Channeler or no) with you? Like, say you're a captain going to attend a shady meeting and want the guy who can atomize a house along as muscle while everyone else is doing something important- could I use a B-Plot move for that, or would that be better done as the "Something Else" downtime?
8. As a follow-up, can multiple support characters use separate B-plot moves?
9. Gear Tags/Traits aren't alphabetical
10. Are multiple people allowed to run the same playbook for their characters?
11. The Stake for divisions seems kinda low- with an average of 3 and 1d6, that's a 50 percent chance of knocking stake down. Is a faction intended to be KO'd in three conflict scenes?
12. An explanation of "Hold" would be useful for anyone who hasn't played PbtA.
13. In FATE, there's an option to Create an Advantage, such as entangling someone in a net. What would be the way to do that here- for example PC Bob is fighting NPCs Steven and Earl, and Earl tries to flush Bob out of cover for Steven to hit. Would that just be Bob rolling Weather the Storm/whatever and on failure taking a Peril?
14. Is Weave Magic intended to be used for the same capabilities as Exchange Blows/Strike Decisively? If not, could you roll CHANNEL for the other ones?
15. Are you able to take the options from advancing multiple times? Or is each option only takeable once, and thus there is an effective "Level cap"- For example, I can only get up to 2 Soldier Moves throughout a campaign because the option only appears twice.
16. When describing Spotlight, the "If you take a move..." sentence at the end could use clearer writing- is that saying that I can spend all of my spotlight to both a) advance and b) make a move with advantage?
17. Am I correct in assuming that Confidence and Desperation cancel out?
18. Advancement can happen whenever, correct?
19. If you permanently get rid of a hook by spending it, can you gain another one later? Same with crossed-out gravity clocks.
5 and 10 are the same question. And to answer that question specifically, you *can* run it that way, but it's better if you don't, at least in other PBTA games. in the other PBTA games I've read, it's made clear that playbooks aren't just your class, they're also your role in the narrative, and guidelines for your character's story, so it can be done but it can feel like stepping on eachother's toes if two people are taking the same one.
Is there a place where I can get a print copy? ( Sorry if you already posted this... )
There are no print copies available unfortunately!
( Raises hand. ) I would love to buy one if you ever get that far. :)
Would the game break if all the crew were support playbooks?
Probably not? It'd be a weird game though I think
Hi! Love the game, very excited to run it with a couple of my groups, and I'd LOVE to have a playbooks + reference PDF to send them. I saw your comments about wanting form-fillable sheets, and I'd be happy to convert a non-fillable PDF to fillable. Or edit & convert the old ones, which are apparently no longer available? Feel free to hit me up here or @aaronmfking on Twitter. Thanks!
Hey! I can actually update these myself, it's just a lot of work I don't want to really do until playbooks are locked down, because Scribus is a very unwieldy little piece of software.
A new version? Highlights?
Downtime was completely rewritten!
The updated conflict turn is really cool. It feels a lot less restrictive and more dynamic!
Agreed!
good art
Wow, this looks wonderful and promising! I can't wait to dig into the PDF. Thanks for this neat looking game!