Segira Two Days Away

in tabletop-rpg •  6 years ago 

So I mentioned a while back that Segira's hard release date is December 24, and I'm aiming to keep that promise.

Some things that are probably going to change are the maps. I'm really unhappy with the maps as they're coming along. Despite having put some really serious work into it, I'm not done with the Yesov map in detail yet, and it just doesn't look good, and I'm really not sure how the Segira map gives any meaningful detail. I'm going to redo them in a somewhat simpler style, splitting the Segira map into provinces with cities and the Yesov map into districts. We'll see how that goes.

I'm also codifying how situations and threats work. Previously I've talked about situations as a sort of container for threats, but I think as we move into Act 2 of the intro adventure, the one where we actually have an assault on the city, having those situations can be interesting. Basically, Act 2 involves three to five situations depending on what happened in Act 1, and these include dealing with the enemy armored vehicle, taking down Dragić, and assisting Petrović, Majda, and Herceg in their assaults.

Each of those situations needs to be resolved, and PCs either go through them in order or split their resources to do so.

I feel like one of the places where the semi-abstract setup of Hammercalled's combat can shine is through the filter of situations. Rather than functioning like scenes, which imply some sort of timeline correlation, characters can work in different situations more or less simultaneously; the fact that every challenge is represented by a threat, rather than detailed individual NPCs, means that you can get by with relatively little tracking going on and a low cognitive load despite potentially having characters in separate bubbles.

My goal by tomorrow is to have the new maps done again, since apparently I can't be happy with anything I draw, and also to get the semi-final body text done, then it'll just be editing and a final release on the 24th.

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