Skip to main content

2022 Fall Update (PAX Unplugged, MAGFest)


I have two conventions coming up where I’ll be running both Alter Arms and Skrap Packs.

The first is PAX Unplugged in Philadelphia, Pennsylvania at the Pennsylvania Convention Center, Dec. 2 & 3 as part of Games on Demand.

The next will be at Super MAGFest in National Harbor, MD at the Gaylord Convention Center, Jan 5-7, 2023 as part of the MAGFest Indie Tabletop Showcase (MITS).

Some changes I am implementing for playtests the playtests include:

Alter Arms Updates:

For a look at the full rules, you can join the discord.

Updated references to drama (the health mechanic) levels to reference base 5 instead of base 4 (each form that a character has unlocked gives them an additional 5 drama they can take before they crash (as opposed to the prior 4 drama per form)

Update pratfall rules to mention that you can choose to either lose 2 drama or add +3 to any current assets (creating a new asset at +3 if none currently exist). Rolling a ‘1’ when making a move gives you the choice between healing yourself or creating a bonus for you and your allies. This is in addition to any successes the move may have by itself.

Archetype Updates:

Support Archetype:
Clarified that when using the ability to rearrange drama that you round up when taking up to half of allies’ drama so that more drama is moved between party members. If used to remove drama from one person altogether, then any successes acquired from combos all total up

Special Ability Updates:

Clarify that, when attacking someone who is using the AGGRO special ability to avoid being targeted, you still make your initial attack to see if you can get multiple successes or otherwise activate any special abilities.

For CONJURE, specify that the value of the tool is rounded up after dividing by 3 (giving the user a stronger tool) and clarify that tools disappear at the end of conflict.

For CROWD CONTROL, clarify that the final attack you get as part of your super is specifically against a single target after any combos are resolved, giving players a final move after managing any enemy mobs.

Cleaned up SHIELDS rules to specify that created shields can be used for any vector, but will degrade by half (rounded down). This is intended to increase use.

Updated REDIRECT so that the user must take half of the drama (rounded down, minimum 1) in order to activate it. Before, it was activated by making a successful roll with a ~50% success rate, making it similar to, but more powerful than, another ability that allowed you to just avoid taking drama altogether.

Renamed BERSERK to RESOLVE because the mechanics of the move didn’t back up the flavor of the text. It’s intended to evoke feelings of perseverance.

Edited RIPOSTE so that it cannot be used against the VERSUS special ability, which warrants an attack from its target by default.

For STEALTH, clarified that when attacking someone using the ability, you always make the initial move to see if combos or special abilities activate. Also, the super move doesn’t auto-combo, but it will give the target twice as much drama as it normally would.

Cleaned up VERSUS to clarify that whoever wins the initial clash only gets a combo if they had multiple successes, and that the initial caster will always get the last shot in.

I hope to see you at a playtest soon. If you're interested in more frequent updates, I recommend joining my discord.


Popular posts from this blog

Metatopia 2018

During the first week of November, I was lucky enough to attend Metatopia , a gathering of tabletop gaming professionals from around the country and beyond, who come together to talk about the industry and gather feedback on their games. I want to give a brief overview of how my games were received, and what I thought of the games I played. MY GAMES Alter Arms is a tabletop roleplaying game (RPG) that I am designing themed around Japanese super heroes . Players are able to take on different forms with a variety of powers in order to solve problems and defeat enemies. It got the most exposure at the convention, with one hi-test (where only other developers played with the intention of dissecting mechanics) and one lo-test (where casual players and other developers can try out games). Both went well, with the hi-test giving me feedback on how mechanics can be abused and some of the character Powers need clarification in their rules.  One mechanic that was noticed to have a l

Awesome Con 2018 Playtest Feedback

(Photo by Duffy Austin) This past Saturday I was lucky enough to run some playtests at Awesome Con in Washington, D.C. in the dedicated tabletop room, and wanted to go over how the playtests went and the feedback I received. There were two playtests in the afternoon, each with two players. The first participants were a young man and an older gentleman, and the second group was an adult man and woman. everyone had prior experience with RPGs and were familiar with tokusatsu on a basic level. I recruited them by walking up to them as they were looking around and asking if they were interested in testing out my game. Each session took about two hours. WHAT'S NEW? Not much difference between this playtest and the last at the  Big Frederick Gaming Convention , other than adding more detailed explanations of the rules associated with Powers. WHAT HAPPENED? Saw-Tooth, one of the pregenerated player characters for this playtest. They're a werebeaver (Art by Duffy Au

Big Fredrick Gaming Convention Feedback

My playtesters during BFG Con. I was able to get in one playtest at the Big Frederick Gaming Convention this past weekend with some lovely volunteers and wanted to go over the session and feedback I received. I had two players - a father and son - who had prior experience in role playing games and were familiar with the tokusatsu genre who took part in a two-hour playtest session. This gave me the opportunity to take things a bit slower for each player, and gain more focused feedback. WHAT'S NEW? For this playtest, I incorporated new features including unique benefits for Finishers, the consequences for Crashing, and what I'm calling Trappings that are tied to different forms. FINISHERS As before, Finishers are all-or-nothing attacks where players can max-out their Drama so that they at the brink of Crashing, but gain access to the next-highest dice-type (a characters in form 1 who normally uses a d6 would have access to a d8). For this session, I tied spec