First Patch


Hello everyone, 
I write this in procrastination of starting my college paper, but I'd like to introduce myself and this project as I publish the first update!

Who is Ferrety? I have always been a big fan of the thoughts and theorycrafting behind games either on the tabletop or virtual. My head buzzes constantly with random thoughts and ideas of games and for probably a decade I have been casually writing all my ideas down on google docs, updating them as my ADHD flows to and away from them. I had always wanted to release games however I just kept stopping myself from doing so as I wanted to release something with quality. That was until one day on discord conversations were on itchio projects and when I said how I want to eventually release my own people said to "just throw it out there anyways, gonna be trash anyways" and I figured yeah if people throw slop out into the abyss that should be reason for me to do the same! So I just bit the bullet and put something up on itchio just to say I have. So here we are!

Onto the update.
In the first version of the game, now called Alpha 1, Momentum was tied to each attribute and you save momentum to attributes as you use them, spending momentum only if attributes you use has them. I have since gutted the tie and instead just put momentum into its own resource pool. The thought behind it is that using your best attributes will always be the best choice as you are going to use them more, gain momentum into those attributes and thus making them even more useful than any other attribute. Moving momentum to outside of attributes lets players be able to use some of their other stuff without being as penalized (its still best to use your highest attribute but thats true for most any game imo). 
The next change and the reason for this whole thing is the Skills are now Combat Skills. Skills were this janky "words as meaning, trying to tie it to two attributes and use synonyms for association and knowledge but you cant use the same ones as others and and and..." all for a plus 2 to your next dice roll.  The original idea was taking from Technoir in that adjectives and nouns can be used mechanically as if saying a sentence. "Devouring Void" was suppose to be an Endurance Willpower skill that lets you do whatever it is that would make sense with whatever you tried saying devouring void meant with attributes tied to each of those two words. And while I dont think that its a BAD idea, the learning curve and execution from playtesting just fell short as the goal was to do something that made that character unique but if it only gave +2 dice to your pool after going through all those hoops then whats the point. In its place is the Combat Skills. Now only used in combat, as thats where most of the gamification and rules are, you now choose two CONDITIONS from the conditions table and forming a cool move at the cost of 3 momentum. Conditions were something I had that let players use designated words to assign buffs and debuffs to, being generic in nature enough that they can reskin it in anyways they want for their setting but only happened if they rolled well enough in combat and chose those options. Now, you can mix and match two (or stack one twice) into a Combat Skill and use them like an action during attack or defend phase. Because of this, the idea of "Builds" is now possible, with focuses and specializations open to players that have an idea and want mechanical support for it rather than narrating it. It has been fun imagining abilities, boiling them down to their essence, and converting them into a 2 condition ability. 

Anyways enough yapping for a drop in the ocean game thatll get no traction, I'm working on a wallet sized character/rules reference sheet for true "on-the-go" play, that update may be coming out idk when. Please consider leaving a comment on any feedback you may have, thank you!

Files

Pocket PbP Alpha 2 (1/31/2025) 447 kB
77 days ago

Get Pocket PbP - The Simple d2 Engine

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