Story Games Seattle Message Board › Rules Hacks › Remember Tomorrow (House Rules)
Ben R. |
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thatsabigrobot
Group Organizer Seattle, WA |
UPDATES DEC 2016:
After playing Remember Tomorrow a few times with mixed results, we simplified the rules to focus more on the story, less on resource management, and to work better as a one-shot. The big change is to remove PCons and NCons entirely. Everything works through Ready/Willing/Able. Everything just raises or lowers R/W/A, or checks R/W/A to move you towards your story goal. When you'd describe something that would give you a PCon or NCon, just change R/W/A and describe according ("I've got the floor plans to his penthouse, so now I'm more Ready").
Edited by Ben Robbins on Dec 14, 2016 6:26 AM |
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Ben R. |
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thatsabigrobot
Group Organizer Seattle, WA |
Additional changes / clarifications we've been using:
STARTING RWA Instead of choosing stats, use a default spread of 3/4/5 and let people assign as they want but not change (that avoids people having to make math decisions before they understand the game) CONFLICTS tied successes = both sides win their goal neither side rolls successes = both losers 1 success more than opponent = win goal, opponent loses 2 successes more than opponent = win goal + 1 bonus, opponent loses 3 successes more than opponent = win goal + 2 bonuses, opponent loses (so no cases where both sides get more than one success/goal) No stat can go up more than 1 total in any scene (including intro scenes). You can lower a stat by any amount with successes. FACTIONS Start at 3 Influence. If there are not 2 living named NPCs in the faction you must introduce one (just to give us someone to deal with when we talk to the faction) When a faction is at 7, if you make a deal with them, instead of promoting the faction your deal hurts another character (-1 to one of their stats). You sell them out. Edited by Ben Robbins on Feb 5, 2016 9:27 PM |
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Ben R. |
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thatsabigrobot
Group Organizer Seattle, WA |
Here's our Swords & Sorcery hack of characters and factions. Motivations stay the same:
CHARACTERS 1 barbarian 2 legionnaire / soldier / guard 3 mercenary / rogue / sell-sword 4 bandit / pirate / highwayman 5 sorcerer / seer 6 noble 7 craftsman / smith 8 commoner / villager / citizen 9 beggar / slave 0 exile / outcast FACTIONS 1 clan / tribe 2 noble house 3 guild / merchant cartel 4 cult / priesthood 5 circle of magi 6 secret society 7 bandits / pirates / den of thieves 8 army / warband 9 invading horde 0 supernatural (demons, undead, etc) |