Character Sheets and more


Alright, we have character sheets and a ship tracking sheet! Various other updates and improvements including some new creatures. 

My big project for this is now the terrain of play. At the moment it's monolithic. Fight fly around things, get paid. I think the attitude of the customer in the post cast is an interesting to contextualize play, but I'd like more choices by the players. What should those choices look like? In keeping with the tone of the game, maybe they're choices made on a failed piloting roll or maybe even a study roll in certain situations. I think the combat can stay the same if the other main features like shadows, membranes and fade introduce the idea that you have to choose one of a small set of options.

What do those look like? We're dealing with another dimension here and travel is mostly linear.  There also aren't any landmarks to speak of like stars to navigate from. If you change your course, how do you keep your bearings? I already have a getting lost mechanic in the shadows but that's a mainly random event based on skill. It's not a choice. Maybe one choice is to keep traveling straight ahead and suffer delays both in time spent or from time dilation. Maybe you can make up time in a mass shadow but if you get it wrong it slows you down more or throws you off course?

Those are some basic ideas. I'll keep pondering how to give the game more texture.

Files

Hypercast.pdf 216 kB
Nov 20, 2021

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