Legend In The Mist Devlog #2: Subsystem Stew

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  • Опубліковано 22 жов 2024

КОМЕНТАРІ • 50

  • @doug3648
    @doug3648 Місяць тому +26

    You mentioned making the rulebook almost like a story book - those don't generally work out well in the long run (based upon my own experience as well as people that I have gamed with and also many reviewers online). The core rulebook needs to present the rules so that you can initially read it but also so that you can refer back to it. It is more important to me to be able to quickly and easily refer to rules which are presented in a well-organized fashion than to have a story within - save that for the setting materials. I very much like and appreciate that you are making it so that lower power-level characters can adventure with higher ones, and they can both contribute.

    • @CityofMist
      @CityofMist  Місяць тому +9

      @@doug3648 not to worry, this will still be a rule book that you can refer to. Just visually, it will be less dense and less daunting to flick, so we expect just a nicer experience all around. We will start with a choose-your-own-adventure comics, but all other chapters will be rules and content as expected.

    • @dorakincses5676
      @dorakincses5676 Місяць тому +1

      I really liked what you did with City of Mist, having some scenes of the examples drawn as a comic

  • @cetiah
    @cetiah Місяць тому +6

    I'm really excited about the quests and milestones. They seem like a good way to start getting specific with a general theme right away, they give the player built-in motivations, and they give the MC build-in story hooks. I also like that the focus is on milestones rather than on completing the quest, as in many cases it feels like that just is easier to focus on in the story, especially when everyone has personal quests. There's just a lot of stuff to like in here, and a lot of stuff you can do with it. I'm excited about it.

  • @taragnor
    @taragnor Місяць тому +11

    I like the concept you're going with for Might, where lower Might things are beyond notice and the higher Might things are powerful, but likely to miss the smallfolk. That's a great concept, it really mirrors how a lot of fantasy stories flow where beginning heroes are able to get away with things simply because they're seen as insignificant and there's a benefit in being unnoticed.
    As for mechanics, I guess for might it'd first start with how you handle Stop Holding Back type actions in general. My first thought from games like CoM is that it feels like if you're a standard knight going against an epic dragon, you're using some form of SHB. You're punching above your weight class and that's the sort of thing SHB is for.
    If there is no SHB-equivalent in LitM, then maybe go the route of tags becoming crispy (auto burn) if used against someone 1 Might higher (or maybe 2 depending on how many Might tiers you decide on). And then after you're past that threshold of auto-burning, tags of even lower Might aren't significant enough to matter. Statuses could automatically degrade a tier or two.
    As for higher-powered beings trying to find lower Might beings, I think a tag cap could work well here. As the archmage you can't use your divine crystal ball, master of magic and staff of the ancients to all help you scry a peasant, you can possibly only use one of those (or maybe even none). Against a knight you might get a max of two tags.
    Using these powerful treasures and skills on someone so lowly could also cause themes to start to degrade as well (or negative statuses for dangers). The dark lord who must put so much personal attention into finding lowly hobbits finds his servants doubting his power. One would think a Dark Lord would have more important things to do. Are his plans really so small in scope?

    • @CityofMist
      @CityofMist  Місяць тому +1

      @@taragnor Some great ideas there! Well definitely review this again before locking anything in. The idea of using an Stop.Holding.Back esque rule did come up, we may revisit that.

    • @derrickferry8872
      @derrickferry8872 Місяць тому

      I can also see how might and somthing like fame/infamy could be used to "enhance" or "hide" the perception of might.
      Tricky groups may get themselves in trouble if they attract attention and don't have the oomph to back it up 😅

  • @GusRenderFactory
    @GusRenderFactory Місяць тому +4

    Love this talk, Thanks Amit. The Mighty through consequences seems like a fun mechanic. It could lead to moments like the Jamie Lannister scenario in GoT: you have the chance/power to slay the King, but now you will go through life known as The Kingslayer and this will be a cut in all your social interactions from now own, even with your allies or the enemies of your enemies...

    • @CityofMist
      @CityofMist  Місяць тому +1

      @@GusRenderFactory that's a great example. Yes, we're thinking that built-in Consequences of a greater scale have to be factored in somehow. We will keep working on that and take this example into account too, so thank you!

  • @greenhaven-podcast
    @greenhaven-podcast Місяць тому +2

    Can't wait for this!!!
    I like character option "B" for the girl.
    My kids and I love City of Mist, but we are all really Gloomhaven and Tales from the Red Dragon Inn players. We love the fantasy world and so immediately backed this! Very exciting!

  • @SixAlbarn
    @SixAlbarn Місяць тому +5

    Sorrowbalm B! So excited for this :-)

  • @RoleplayUnderMaintenance
    @RoleplayUnderMaintenance Місяць тому +2

    So glad I backed this! Can’t wait to run the game in this system when it comes out!

  • @TabletopRPGMusic
    @TabletopRPGMusic Місяць тому +3

    I really like Might as you described it. An alternative would be to increase / decrease the level of success. So a 10+ becomes a 7-9 automatically if you’re up against something causing you peril, and a 7-9 becomes a 6 or lower

  • @Critical_Pixel
    @Critical_Pixel Місяць тому

    I am very happy that you aren’t shying away from the Lord of the Rings parallels. So many games try to be different or shake things up from the formulaic “classic fantasy” that they lose a lot of the soul of what made fantasy settings so compelling. I love the examples regarding Might for example. Gandalf should feel immensely powerful if a character gets to play him, but in a situation such as being among the hobbits of the shire or in the corrupted halls of King Theoden, his reputation as a wizard hindered him. I am so excited to see how this system develops further.

  • @Abrpatel
    @Abrpatel Місяць тому +1

    I really like the idea of more images (beautiful art as always!) to communicate the ttrpg I’m really excited to dive into. Words are just images we’ve given meaning and a system to. I read in the comments that other creators have tried to do this and failed to pull it off for some of the reviewers and users. The fact that many have even tried shows a desire to actually evolve and innovate a medium that hasn’t really changed much in delivery that much except in recent years because of the popularity, joy and transformation the game can instill in the players that really engage with this beautiful infinite game. I hugely admire the innovation and outside the box thinking the original city of mist had. Follow your creative instincts. Make it more accessible and inviting to even get into for more people. There are no perfect beings from every perspective, so just be perfect from your perspective (and the amazing team you’re working with). Some ripples take years to even surface visibly, doesn’t mean it wasn’t worth every effort to throw the energy stone in the ocean of time.

    • @CityofMist
      @CityofMist  Місяць тому +1

      @@Abrpatel what a beautiful note!!! Thank you, I think I can speak for the team when I say we'll cherish your words 🙏

  • @Critical_Pixel
    @Critical_Pixel Місяць тому +1

    The Other Ideas section for Might was very interesting. I think the -3/+3 is a good baseline for the Might Rule, but I really like the idea of incorporating some of the other ideas. Maybe as severity levels to how much more mighty a challenge is? Or perhaps being able to utilize one of the other ideas to counter or reduce the severity of the -3?
    I just really like the idea of facing a foe and having them burn your tags or burning your themes due to their imposing position. (disarming your sword, destroying your shield, sapping your magic, capturing or killing a close ally, etc.)

    • @CityofMist
      @CityofMist  Місяць тому +1

      @@Critical_Pixel nothing is really off the table at the minute. We're still looking at all the options and like you, we really like the idea of potentially losing a theme or burning tags as part of this. I think you're really going to like the outcome!

  • @MarkusWagner
    @MarkusWagner Місяць тому +5

    Have you thought about Might granting an additional die, but keeping only two? So if you are imperiled you keep the lowest two dice out of three; if you are favored you keep the highest two out of three?

    • @CityofMist
      @CityofMist  Місяць тому +1

      @@MarkusWagner yes, and I think I mentioned it in the video. That's actually what we looked at statistically: adding another die and choosing highest or lowest two scores. It doesn't shift the balance sufficiently. We didn't take a look at adding/subtracting a die altogether from the sum; that could work, but the issue is Power remains the same. It does give me an idea to add another Power die, that add to/subtracts from your Power as well as your final score. This could work! (scribbling notes)

  • @Jo-Heike
    @Jo-Heike 10 днів тому +1

    Got an idea for a mighty character, some sort of "fey" knight who's slowly fading. Perhaps their themes are about their prowess, and their quest about finding a way to preserve their power, meaning when they ignore, or fail their quest their powers slowly downgrade as the mystical might they once possessed fades until they're some sort of shade, or even equal to a normal mortal in might.

  • @arcubal
    @arcubal Місяць тому

    Loving the info inside this update! A thing I noticed is that you kind of answer how to move forward with the Solo/DMless Mode with the segment that follows (Quests, Milestones, Abandon). By keeping the Solo Mode journey character-centric, not only could you keep growing the overall Story by using the (final) Consequence outcome to steer it upward, downward or 'organically' sideways, you could scale that triggering mechanism down to the (follow-up) Consequences and even the Threat Action "AI". This cascading of the triggering mechanisms from Threat AI -> Consequence -> Story Scene would then not only feel intuitive to the player(s) but also save LitM from becoming yet another "mindless" Solo RPG that relies on disconnected Oracle prompts and random AI actions. The Threats, Scenes and overall Story will flow more organically and actually make sense. And you wouldn't even need to flesh out hundreds of branching states in an attempt to capture this natural flow. A template structure for Story exists already in Joseph Campbell's Hero's Journey, while the (de)escalation of Consequences simply needs rails on both ends as not to end in Event extremes that unhinge the story. A few example situations could suffice to give the DMless player(s) guidance.
    I continue to be amazed by your work and use it to feed ideas into my own Solo RPG structure, which has the same goal as LitM: make the experience more cinematically centered around story, not mechanisms. No more stale random-table dungeon generation or nebulous solo journaling activities. These two extremes fail to balance out specific storytelling (with a real plot) with a usable action framework to drape our tales of adventure upon. So, I'm glad we are pointed in the same direction. This is the way forward. Thanks and... keep exploring!

  • @MerPerdonas
    @MerPerdonas Місяць тому +1

    I'm really a fan of the Journey idea of small vignettes/encounters!! it is exactly what I've been looking for in my campaign! the camping/rest options also seem great and I actually like their simplicity over the downtime in city of mist, for example (despite it being basically the same, it looks easier to understand). Regarding the Quest and Milestones, I've actually been using basically that for my campaign in which a character "lost" a Theme because they basically accomplished all they were looking for (in this case, discovering who their father was) so when we replaced it it was not because of breaking but by being fulfilled.
    Finally, about the different Power Levels thing, I actually thing the idea of +3/-3 against different levels works well. It might be numeric based, but considering how narrative the system already is, it lets players get very creative and find unique ways to overcome challenges!!! the alternatives could also work (especially the instant Consecuence one, I feel the adding or removing dice actually could go against the core of the system, and as you noted, when you have good tags or a lot of them, it might just be irrelevant). I don't really know, but in general I love this ideas!!!!!! I'm so excited for it to finally release!!!

  • @leothelion3909
    @leothelion3909 Місяць тому +1

    Love the video! I choose Sorrow Balm B! Can't wait for the book!

  • @MoodyViewz
    @MoodyViewz Місяць тому +1

    I like the A design! ♡

  • @undecidedstate3972
    @undecidedstate3972 Місяць тому +2

    Awesome update!

  • @nahdacajou9129
    @nahdacajou9129 Місяць тому +1

    love the hat of sorrowbalm A !

  • @KekkoNoTsuita
    @KekkoNoTsuita Місяць тому +2

    For the hole Might think. I am currently working on a Fantasy Setting which was inspired by the Kickstarter vor Legend in the Mist. In this setting the skill level of a person is mesered in a scale from 1 for beginner to 7 what is some thing of a Mythic person. After this video my idee for this +3 -3 for my world would be something like the differenc determens the boni/penelety (or differens multipied). But for that one would need more levels. Nether the less I thought sharing that could be helpfull for some folks :D Bye the way gerate work and Thank you for this wonderfull systems :3

    • @CityofMist
      @CityofMist  Місяць тому +1

      @@KekkoNoTsuita hey so that's sort of what we have planned for "Detailed Might" - the more crunchy optional solution mentioned in the video. It works off of the current rules for Scale used in all other games, where you have a Might number for each character and the modifier is the Might difference.

  • @ChandlerLawsonPlays
    @ChandlerLawsonPlays Місяць тому +1

    Absolutely love this video and very excited for the MIGHT rules. My two cents would be: why not try a fusion of the +3/-3 system with the ability to take immediate consequences (example: servant girl killing king gets seen and has an immediate wanted level) or burn tags to lower the difficulty of these checks. I feel like this might allow crunch and narrative focus for both sides and even allow monsters/baddies to get consequences if they punch too far below their might for too long (i.e the dragon that constantly attacks the farming village might eventually stack consequences and cause an adventuring group to find their location) -- I feel like there has gotta be a way to fuse the narrative and crunch rules when it comes to might. Honestly, fantasy does this all of the time with a sort of ebb and flow of power even when a pauper fights a king.

    • @CityofMist
      @CityofMist  Місяць тому +1

      @@ChandlerLawsonPlays Agreed! It's seems like Consequences are already built into most rolls (especially with -3 or -6 Power), so it won't be hard to do. But we're still looking at built-in Consequences and what they mean. The question is, is there a scenario where the farmer hits the dragon and avoids Consequences? We think it probably should be a possibility. E.g
      if they burn a tag or sacrifice a theme? Lots to think about.

  • @TheKaptcha
    @TheKaptcha Місяць тому +1

    Thanks for this update. It's fantastic, and it gets me excited to put my hands on this work.
    I was thinking about the systems, and was wondering if you'd consider having a "result upgrade at a cost" similar to what is done in Brindlewood Bay with the crowns. If you're not familiar with it, you can use a "crown" to increase the result of a roll from a failure to a success with consequences of from a success with consequences to a success without. In exchange you can either tell a part of your back story, in the form of a flashback, or expand on a current aspect of your character's life.
    I think it could be interesting in a game where character evolution is so essential, to add a way to reveal pieces of your background, or do like in "The Between" and have those options reveal elements of your character's evolution.
    Thanks for your great work!

    • @CityofMist
      @CityofMist  Місяць тому +1

      @@TheKaptcha I like it, especially the narrative part. We have abilities that upgrade your outcome but it hasn't been done in this way. I'll copy this comment to the Dev team chat and we will discuss it, and see if it's doable without breaking anything. Thank you!

    • @TheKaptcha
      @TheKaptcha Місяць тому

      @@CityofMist My pleasure! Feel free to reach out if you want. I'm a former SIXMOREVODKA (Degenesis) dev, I'd be happy to lend a hand! Thanks for reading!
      Cheers 💪

  • @kavega21
    @kavega21 Місяць тому +7

    love me Sorrowbalm A

  • @fireknight4151
    @fireknight4151 Місяць тому +4

    I really would like to do Avatar The Last Airbender using legends in the mist

    • @V-vision
      @V-vision Місяць тому +1

      In case you didn't already know, there's a TTRPG for Avatar

  • @MarkusWagner
    @MarkusWagner Місяць тому +1

    So Eowyn was burning her tags when going against the Witchking of Angmar?

    • @CityofMist
      @CityofMist  Місяць тому +2

      @@MarkusWagner Exactly!
      There are two ways to do this in the system. Either she burnt a tag (that sword arm was out of commission for a while) or she inadvertently found his Vulnerability (be killed by a woman) and narratively circumvented his Might. It didn't hurt that Merry set her up with a brought-to-his-knees-3 status on the Witch King, which probably also took some tag burning!

  • @delongjohnsilver7235
    @delongjohnsilver7235 Місяць тому

    I’m still trying to figure out exactly how to do it myself, but perhaps y’all could borrow a modified version of Position from FITD style games for Might differences, allowing players to spend power to improve their Position on the next roll or improving another PC’s chances
    Alternatively, it may limit how much of a success someone can get. For example, an adventurer tier PC may only be able to get a 7-9 even if they roll a 10+ when facing a mighty foe, where as a mighty character may be able to treat even a 6 or less as Dynamite! when facing an origin foe

    • @CityofMist
      @CityofMist  Місяць тому

      @@delongjohnsilver7235 how does Position work exactly? It sounds like another character taking action to give the next character a positive status or a narrative opening.
      Regarding upgrading/downgrading the outcome categories as you suggested, we definitely do that here and there with Improvements/Specials, but I wonder if it will be interesting to play this way when every roll has fewer possible outcomes?

  • @jasonbratley9924
    @jasonbratley9924 Місяць тому +1

    B. But the choices were very close.

  • @CharlingWang-j7j
    @CharlingWang-j7j Місяць тому +1

    The so-called landscape--I would say it's quite great, but Isn't it too linear to players? It seems there's no real choice if without a machanic that explain how exploring would be. it's like, a journey should be charted, Gandolf choose to venture into Moria but not cap of Rohan, right? If it's called "Landscape", players would thought they have the right to see different things and choose their path.
    Also,about the Might,why don't make the power(+3/-3) related to number of themes?

    • @CityofMist
      @CityofMist  Місяць тому +1

      @@CharlingWang-j7j so starting from the end. Might will have a more detailed version that is connected to your themes. This is the quicker/simpler/keep the story going version.
      Re:Journeys, they are there to represent moving from one major scene to the other, with the journey being a sort of its own scene composed of little vignettes. The journey doesn't have to go from one vignettes to the other, and I totally agree we should highlight the fact players can take action to scout ahead and make educated journey choices. In such a case, after a successful scouting action, the Narrator would perhaps offer players two areas to explore, each being its own vignette.
      Of course, in a place where each stop is a full blown scene, like Moria, it could be that you'd write a whole adventure full of Challenges, rather than just a handful of vignettes. We'll learn more as we playtest this.

    • @CharlingWang-j7j
      @CharlingWang-j7j Місяць тому +1

      ​@@CityofMist That's great! Moria was a bad example, haha
      I didn't think twice before commenting, now I notice the environment tags and the way you present all the vignettes can be easily used to support the discover effect.
      Thanks for this update and reply! Becoming more excited for litm :)

    • @CityofMist
      @CityofMist  Місяць тому +2

      @@CharlingWang-j7j well please don't think twice about commenting in the future, because thanks to you there will now be a segment in the player-facing side of Journeys that encourages players to scout ahead and in the narrator-facing side for offering such choices. You helped improve the game!

  • @PigSoldier1
    @PigSoldier1 Місяць тому

    for me is Sorrowbalm B

  • @whiplashw3948
    @whiplashw3948 Місяць тому

    Sorrowbalm B!

  • @Darthus
    @Darthus Місяць тому +1

    Huge fan of solo. If possible please stay away from generalized Oracles that put too much onus on the player to generate meaning/create the world and story. For most of us, playing is about playing and roleplaying our characters in the world. The more the events in the world and what we see/what happens is created by the world and the theme the better. Please also consider, when writing adventures, how for a solo player to interface with them (ie writing it in a way where a player can go “scene by scene” and choose as opposed to a huge lore dump the GM is meant to figure out). Failing that (or in addition) solo or GM-less written adventures (or a framework for players to make them would be huge). Agree that your challenges already are really well tuned for GM-less play, the less the game relies on the player to “make sense of random out of context events/keywords” to generate a story, or just saying, “here’s how to make a journey, make one for yourself” the better. Even something like a high level story arc, that is revealed in stages, and in between there are journeys populated with semi-random events would be better than just asking the player to make it up themselves. Thanks, love what you’re doing!