A mix of bloated text, inscrutable shorthand, unordered thoughts, and too much system to fit within an 8.5" x 11" page. This is the world creation diagram as it stands this morning.
Thought I'd post an image of what one of these diagrams looks like in progress. In any case, there's one little diagram left: Endgame, wherein we see what all this bloated system leads to at the end of an episode and at the end of the pilgrimage. I never intended them to be to be the actual playtest document, but that may be necessary
Hopefully, these diagrams are usable for a couple weeks.
#Changeling the lost 2nd edition fetches full
This, in turn, would push back the whole development schedule a full month. If Do isn't playtestable by the end of this weekend, I'll have to wait until February to finish it off. The reason for this end-of-year nervousness is that January is going to be totally eaten up by layout for John Wick's Houses of the Blooded and Candlewick Manor, the Victorian supplement for Monsters and Other Childish Things. My goal was to use these diagrams as an outline for a proper text document (one panel= one page) that I could send out for playtesting by the end of the year, but that does not look like it's going to happen at this point. Like the rest of the diagrams, it makes the kludgy bulk of the system totally evident. This is the finalized flow of world generation. I'll post final final final diagrams Tuesday morning. The obvious solution is to have the pilgrims write letters to the temple at the end of each episode, establishing how everything went down. The color of stones remaining in the bag still determines whether the world's crisis is resolved. I dunno how I'm going to fit the big table of example Bonds onto this diagram though.Įndgame: Still working out the details of the denouement narrative authority as it pertains to the world's ultimate fate. You can always create a new bond in this way, as long as you don't already have a Bond to that person. In your first turn in the first episode, you have no Bonds, so you have to create a new one to another pilgrim or to someone on the current world. It's all about resolving that first world's crisis.įlow of Play: The biggest change is between steps 1 and 2, when you declare which Bond motivates your action. The first episode, because no one has a Bond yet, no one has an issue. Worldgen: Only one pilgrim has an issue that must be addressed in an episode, not the whole cast having two issues. If there is room, I'll move the pacing bits n' pieces from the beginning of worldgen to the end of chargen. This phase is now focused on learning the very basics of the system and getting your pilgrim name at the end. Bonds are stripped out of this phase entirely, they're only created through actual play. Continuing work on the endgame diagram, but I've killed a few sacred cows in the other flowcharts in the process.Ĭhargen: Turns out I might make this more tutorially, like I originally hoped.