Modern Legend

Mixster said:
DamonJynx said:
Perhaps needs a little work on the wording.

I agree, English isn't my first language though, so clearing up wording takes a bit of time.
For a non-native speaker, both you and Dan do pretty well! You get your points across quite clearly, better than some native speakers I know!
 
Prime_Evil said:
Nice. Do you plan to share any previews here?

Perhaps. We haven't decided yet what to do with the finished product, although publishing in some sense or another is at least for me a wish. What and how much we preview will have to be factored in here.

But yeah, at some point I guess we will post some previews. So far I can say our design goals feature:

- Focus is on breadth: we aim to provide a system which can handle both Quatermain/Indiana Jones style adventures, WW2, Cold War spy-games, digital age & sci-fi. Plenty of possibilities for future setting/source books.
- Combat (which is almost finished, and soon to be play tested) builds on the Legend combat rules, and keeps the same dynamics - but we have tried to fix the errors we see with the system and provide better wordings. It is very movement-oriented, and we aim to not let it get bogged down. There should be plenty of options for both creative use of terrain and tactical movement. Ranged combat is of course getting a major overhaul from Legend, whereas melee combat is simplified a bit as it is no longer the main focus, but rather something that happens locally in a ranged engagement.
- The skill system from Legend will be extended with Specialisations. These allow special-uses and improved abilities for skill. For instance, using a common skill for more advanced areas or gaining a special benefit for areas specialised in.
- We provide some general purpose equipment, weapons and wealth rules which should be useable across all supported genres. However, most equipment will be left out and left to the GM to eyeball / setting books, as providing detailed equipment for 150 years of technological advances would break us.

Any of this can change of course, but I believe I have formulated myself rather generally.
Hope this sounds interesting :) We are very much interested in ideas / suggestions / Love To See etc.

- Dan
 
Dan True said:
Any of this can change of course, but I believe I have formulated myself rather generally.
Hope this sounds interesting :) We are very much interested in ideas / suggestions / Love To See etc.

- Dan
Well, if there is as much attention to detail as in your Eberron stuff, it should be awesome. Have you considered pitching it to Matt for inclusion in the "Legend" line? Can't think of a title that sounds cool other than, 'Modern Legend(s)'.
 
It's a great title and would make a cool addition to the game line. I definitely think that you should pitch the idea to Matt.
 
DamonJynx said:

Well, that's what we're going for.

DamonJynx said:
Have you considered pitching it to Matt for inclusion in the "Legend" line? Can't think of a title that sounds cool other than, 'Modern Legend(s)'.

This is what I would prefer as a way of publishing, but we haven't discussed it yet, so Mixster might or might not disagree. We'll have a detailed talk of it somewhere in the future.

- Dan
 
Dan True said:
This is what I would prefer as a way of publishing, but we haven't discussed it yet, so Mixster might or might not disagree. We'll have a detailed talk of it somewhere in the future.

- Dan

I think I'd be fine with it, I think Urban Legends was suggested some way back, but Modern Legends is just as good.

The way I think combat works atm (pre-testing), is that it's very much a stay in cover or die system. Which has it's ups and it's downs, if CMs allow you to shift from cover to cover without getting shot it might not be bad.
 
Mixster said:
The way I think combat works atm (pre-testing), is that it's very much a stay in cover or die system. Which has it's ups and it's downs, if CMs allow you to shift from cover to cover without getting shot it might not be bad.
As it should be. But rather than a CM for moving between cover, why not have that as a type of move action that requires a successful evade roll or something similar?
 
DamonJynx said:
As it should be. But rather than a CM for moving between cover, why not have that as a type of move action that requires a successful evade roll or something similar?

It is, at the moment. There is an action called "moving low", which allows making an evade check to avoid incoming fire while moving.
There are CMs for ducking into cover, both when taking fire and when having fired oneself.

Cover is important, as Mixster said. However, staying in cover all the time will also make combat a bogged-down trench-warfare-like situation. As Characters are often in situations where they need to finish a fight quickly (police are arriving, the guards sound the alarm etc) they should usually have incentive to take chances to get into better positions to negate the enemy his cover etc.
Not to mention that prolonged firefights will get you low on ammo rather quickly.. At least unless you're packed like a modern soldier.

So, even though staying in cover is often nice and safe, you will most likely need to dart between covers to get better fire positions, pull back a man back and send him over the rooftops etc.
At least, that is what I hope ;) Test play will show if I'm right or wrong.

- Dan
 
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