State of the Conspiracy: Project Cassandra Update

Its been too long since I did a Project Cassandra update (or any regular posts but on that one, ssshhh) for the simple reason that the game went back to the drawing board quite heavily after the first (and so far only) playtest. That session identified a fatal flaw in the system, simply put tasks were either impossible because characters lacked a given skill or too easy due to the combination of sufficient skills and the premonition abilities. Originally the system had been designed as a fork from that of Lady Blackbird, with players building a dice pool from their available skills. The major difference, however, is that each character in Lady Blackbird has a pool of dice they can draw from to add to rolls, thus even unskilled characters can potentially still roll a large number of dice. In replacing that with Premonitions, which allow rerolls of dice, I’d severely limited the potential of players to complete goals when they lacked the right skills.

Having spent a fair amount of time considering the matter the system has been completely overhauled. All rolls are now made from a fixed pool of 5d6 with the number of skills available setting the range on the dice which count as successes. For example if they have only 1 applicable skill then only 1’s count as successes, 4 skills and 1-4 all count as successes.

probabilities-v2-mechanicsHaving already fallen foul of probabilities with the first version of the system I’ve made sure to do a bit of maths this time round and as is apparent from the figure the curves are much nicer this time. The difference though is that even with a low number of skills it’s still theoretically possible to achieve a high number of successes, even before accounting for the Premonition ability. There’s also the added bonus that with it being always being possible to succeed at hard tasks players will be encouraged to spend their premonitions more frequently.

With that major hurdle out of the way the second issue to resolve was that of the skill trees. In order to ensure a player always has something to roll each tree now starts as either MENTAL, PHYSICAL or SPECIALIST before breaking down into the specific skills. With those changes, plus some rewording of the skills themselves the game is pretty much ready for another playtest session which can be worked around the writing of character bio’s plus the rules pages.

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s