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Block by Block: Design Diary 1

I didn't get a real playtest this weekend [posted 24 Sep 2018] but I did manage to test the probabilities by doing a solo run-through of a lone detective over an in-game month. Not 'realistic', since in actual play I wouldn't know the threshold for the next break in the case, but by and large it checks out.

My notes conclude with the following, which I think means it's working: "It is now the end of the month. Young received 1 case and closed none. That’s a closure rate of 0%, which means a 0% chance of staying on good terms with the Lieutenant. Young’s relationship with the Lieutenant is now strained."

Observations:
1) Being a level-1 detective sucks, which is to be expected when, absent a positive stat modifier you are rolling 1d6 trying to get a 6. On the plus side, you can and might as well pull double shifts a lot, as you can lose a max of 3HP per day to Stress in exchange for up to 4 rolls of the dice.
Overall that's probably a good balance, since it only takes one closed case to level up, and you'll appreciate it more when things start going your way.

2) Car chases are over pretty fast between low-level characters. Again, probably good as you'll appreciate how the skill levels have risen later on, but this will need testing at higher levels.

3) Fights and interrogations have yet to be tested.

https://docs.google.com/document/d/1vDebYwNZ4TaNWcDwhSmJYnE88ThrXTvMdHV0BOzd4Is/edit?usp=sharing
 

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