Major update!


Major update across the board, informed by the first playtest!

I ran the Actual Cannibal Shia LeBeouf scenario that I have available to download, and it overall went great! Lots of difficult choices were made, and the way the mechanics fed into the narrative and vice versa was really compelling.

With that said, it did expose a couple areas where the mechanical incentives weren't quite working as intended. With that said, here's the changelog for v0.06:

  • You can make trouble to get 1 Will. If you invoke a facet to do so, you gain 2 Will.
    • This solves two problems. It makes making trouble the best way to get Will (which makes it more tempting), and it allows you to make trouble even if you somehow have lost all your facets.
  • Recover buffed so it now restores 2 Resolve
    • Was not a good value compared to Resist
  • Resist no longer blocks all consequences. It instead reduces the severity of Consequences.
    • Resist was too good. Now it might prevent consequences if the severity was light enough. Severe and Devastating consequences still get through (though perhaps even they could be prevented if an Asset was consumed as part of the Resist action)
  • Players no longer start the game Inspiring.
    • Didn't feel 'special', plus I want to further incentivize becoming Doomed. Doomed is fun!
  • Players become Inspiring when they are Doomed and when they are Lost
    • Being able to Inspire from beyond the grave saved a character's life last game, and it was great!
  • Added an explicit "Trade Assets" action.
    • By making it an action, it means that players can't be tossing each other assets in the middle of other actions.
  • Changed how "Consume an Asset" works. It no longer gives Will, it increases the effectiveness of Actions.
    • The intention with the previous phrasing was that you could spend consume an Asset (lets say it's a key) to gain 1 Will to use the Overcome action with the key you just consumed to unlock the door. Which did work, but required extra steps and sometimes felt slightly counter-intuitive. Now it is done as part of the action, and increases the effectiveness, which is deliberately ambiguously worded.
    • So the GM may decide that consuming the key makes the action not require Will, or it may give 1 Resolve as their confidence increases.
  • Strict turn order! One action must be completed at a time.
    • This was an easy choice to make, but difficult to phrase in the rules. Basically, it was too easy to cash in resources to Resist. Now you need to think ahead just a little bit more and anticipate what state you're going to be in at the end of your turn.

I'm feeling really good about the game now! I'm going to try and run playtests every week for the next couple weeks to really get a feel for how the game actually runs in practice. But I think I can safely say that the game doesn't feel like any other I've run. It has a breathless momentum and an ebb and flow that I immediately find compelling. I think this might be the final version of the rules, but I'll wait a few more games before I actually update to 1.00.

Also updated the character sheets. Not only did I add the changes mentioned above, but I also increased the font size. Hopefully it's a little easier to read now!

Files

HARROWING - Character Sheet.pdf 401 kB
May 17, 2020
HARROWING - Rules.docx 26 kB
May 17, 2020
HARROWING - GM Advice.docx 24 kB
May 17, 2020

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