v 0.08


v0.08 makes some fundamental changes to the vocabulary of the game, which has some interesting ripple effects.

  • Resolve has been inverted to become stress. Instead of losing resolve, you gain stress.
  • Assets have been renamed Advantages to help players abstract them.
  • Advantage is now a binary. You have it or you don't.
  • Consequences have been tweaked
  • New action: Last Resort. Take any action for free without consequences. Gain 5 stress
  • Consuming Facets/Advantages reduces the cost of an action by 1.

Playtest 2 was a challenging game, which I think put a lot of things about the game into perspective. It spent the vast majority of it's playtime not being about direct conflict, focusing on interpersonal relationships, love, and betrayal. While the game worked, it was definitely more challenging and demanding to run as a GM. It is difficult to look at the list of consequences and know how to react when the situation is someone being passive-agressive to a person at a party.


Playtest 3, which was a space disaster game was more straightforward, with clear stakes and peril. It went well enough, but it feels like something is missing. I want the game to feel electric. I want the choices to be tough because it's difficult to pull the trigger. It's close, but maybe not quite there. I think the above changes make the game work. It think it works pretty well, and doesn't have the obvious holes the previous versions did. But it's not quite perfect.

Potential future changes:

  • Should players have more agency in the consequences? Should they be able to have a voice in what happens?
  • Should the stakes of each scene be clearly presented?
  • Should Last Resort automatically complete a track?
  • Should Inspiration ONLY be given when doomed/lost? Could Inspiration be cut?
  • Can Doomed/lost be reworked to become more desirable? Could the player take on a new role when they become lost?
    • Players join 'the chorus' and act as agents of chaos, both hindering and helping
  • Doomed/Lost seems like a false choice. Especially combined with Last Resort, it seems like at the very least you would become doomed in order to become Lost.
  • I tried making the numbers even smaller, and I got cold feet. Felt off. Would larger numbers benefit the game?
  • Should the GM have their own character sheet?
    • Should consequences be converted into a currency for the GM that the GM spends on consequences? Allow GM to 'bank' consequences.
  • What if stress was removed all together? Could that work?
  • Every climax so far has had the players physically struggling against very powerful foes.  Is it possible to have a satisfying climax that isn't a big fight? I was hoping that would be the case with the initial designs, but I don't know. Fights are just how things go. Am I the problem? Do I lack the imagination?
  • With resources being so restricted, the number of players in the game really causes the math to swing. Is there a better way to balance the game?
  • 'Locked' Facets. This is an interesting seed of an idea.
  • Is the game actually good enough, and I'm just super in my own head? Probably.
    • Alternatively, are the changes I'm thinking of significant enough to be a new game? Maybe!

Files

HARROWING - Character Sheet.pdf 426 kB
Jun 05, 2020
HARROWING - Rules.docx 24 kB
Jun 05, 2020

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