What is LUMEN 2.0? Part 1

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  • čas přidán 30. 07. 2024
  • What is LUMEN 2.0? This is the first design stream where I start to develop the next evolution of the LUMEN TTRPG system.
    Watch Part 2 here: • What is LUMEN 2.0? Part 2
    LUMEN 1: gilarpgs.itch.io/lumen
    Twitter: / gilarpgs
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Komentáře • 10

  • @drewduryea
    @drewduryea Před 5 měsíci +5

    Watching this and also watching Colville’s 5e competitor design stream . . . Your approach is so freeing.

  • @ReneRunsRPGs
    @ReneRunsRPGs Před 5 měsíci +4

    The HP conversation is so true. Even in video games when it's "hold out/chip away until you 'Stagger' or something, then you have a small window to pump out as much damage as possible," you can make this more fun in an RPG by prioritizing identifying and meeting that condition much quicker and let awesome moments shine. If, for any reason, you want to let the enemy reassert its position and remain a dangerous threat, you can now make a new stagger condition make them vulnerable, etc. And with Approaches, it even translates well to "what's the weakness/how'd it change/what do we do now?" Very cool ideas.
    Note 2: Yessss less 3+ hour games. I'm working on one that plays out like a TV show with a discrete "Three Act Structure" which can *ideally* be played in that 45 minute - 1 hour window. After 2 hours I pretty much check out mentally no matter how much I enjoy the game/folks I'm playing with.

  • @MattMillerMacLeod
    @MattMillerMacLeod Před 5 měsíci +3

    I've been writing a TTRPG without randomizers for a while now. It sort of felt like maybe you've received a lot of push back on the decision to go diceless because you spent a lot of time here sort of dunking on dice-based systems and then backpedaling a little. With your game writing track record, I feel like you could just move forward confidently and let the game speak for itself on that front.
    Anyways. I like the direction Lumen 2 is going in. I have been having a hard time finding diceless games to provide me with any inspiration, so it is nice to see a designer like you doing it.
    I have a suggestion. What about a catchall called Slots? Characters fill their Slots with whatever the game's combat bits are called. Because that is what they do, right, provide combat actions? You could still have a dedicated Slot for a passive, then two or three for Powers, and then maybe a final one for a Limit Break / Overdrive? The Overdrive could be once/battle or it only triggers during certain circumstances. In my tactical skirmish game, I had it so that only one Hero per even numbered turn could activate their Overdrive.
    I always liked how powers were auto-succeed in Lumen 1. Having multiple options to tactically weigh will be cool. Without a Resource to determine how often you can fire them off, how will the action economy look? I'm really enamored with the idea of small grids with quick bits of terrain drawn on and moving characters around. I feel like I'm rambling now. Looking forward to hearing more!

  • @XimCines
    @XimCines Před 2 měsíci

    Nice thing you do. The creative process online.

  • @VittorGuidoni
    @VittorGuidoni Před 5 měsíci +2

    Looking forward to see how the new tactical combat is going to work! I loved what I saw with Hunt, and hope some of it gets brought over to the official 2.0

  • @TheYoungKing45
    @TheYoungKing45 Před 5 měsíci +3

    Looking forward to this sooooo much.

  • @jollaffle
    @jollaffle Před 5 měsíci +1

    Damage reducing maximum Approaches is such a clean solution to the concerns of disincentivizing using them. It nicely reflects getting worn down across fights, and it even encourages using Approaches *more,* so you don't risk taking damage and having some go to waste!

    • @GilaRPGs
      @GilaRPGs  Před 5 měsíci +1

      I'm so glad you like it! You pushed me to come up with something, and I appreciate that!