Fixing Arcane Ugly DAY1 (Patreon)
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So, while trying to make v0.9 of Arcane Ugly I found myself very overwhelmed because it's a total mess and a mess that's been building through many months and many playtests.
Here are the issues:
-Inconsistent keywords
-Incomplete rules
-References that go no where
-Old rules that don't work with new updates/direction
-Stray rules from patreon & cards need a home and also to be consistent.
I found fixing all these things at once really difficult and quite tiring but I can't keep putting it off and just adding more things and getting carried away (like the mutations I'm itching to release), so lets approach this the same way we've been making item cards everyday. Lets go through each section of the book one at a time each day and make sure all those issues are solved before moving onto the next thing.
Chapters worked on today:
Welcome To Arcane Ugly ✔️ - Notes: Happy with chapter, but going forward lets remove the term "GM" in the book in place of Gamesmaster. Lots of shorthand I think will get overwhelming for new players, we don't want this to read like a textbook.
What You'll Need✔️ - Notes: This is a good section but it references an Arcane Ugly Adventurer Sheet found in the back of the book. There is none at the back of the book yet, so lets change that line to say "wherever you downloaded these rules from" until the end.
Creating An Adventurer✔️- Notes: I love this chapter but there was a lot to fix. Have to make sure to keep keywords consistent - now any reference of the word 'attribute' is replaced with 'ability', before they were used interchangeably. The LORE stat is now WEIRD stat because I loved a youtube comment suggesting it. Capitalisation for keywords has been added to make following rules easier. Copper Pieces have been replaced with Koppa as the standard currency and you gain 6 x Intelligence score in character creation (I thought it'd be fun because strength gets a bonus use in the form of item slots). I've settled on Armor Value (AV) as a keyword instead of Armor or Defence, so I'll need to fix everything that references those when I get to it. Ward Value (WV) will replace all references of Ward. Helping Hand table now only references existing possibilities & only gives the players unique items now, not just cash (more fun).
Playing The Game✔️ - Notes: Ability Test explanation clearer. Permanent Injuries Table updated. Keep keywords consistent, previous mentioned + "bonus" should instead be "score". Added explanation for "natural 20"
Combat ❌ - Notes: Really happy with the Adventurers in Combat section... but the Creatures in Combat section is majorly flawed. A) The word "Creatures" to describe everything that isn't a player is a bit dumb. B) I made the creatures have their own combat rules so I wouldn't need to assign them stats like players have. This is bad because the games master has to understand 2 kinds of combat now. For simplicity and with the introduction of treasure cards, every creature should follow the same rules, player or otherwise so the same assets can be shared. Enemies can use treasure cards, and players can win them and use them in the same way, I think that FEELS cool. Since making these combat rules, we've gone from 6 stats to 4 so it should be much more achievable to assign every creature 4 stats. So that's the update you we'll tackle tomorrow and then magic is after that and then mutations, lets see how much we can do.
Other ideas from today. Magic items all currently have keywords like "artifact" "tattoo" "companion", the plan is the rulebook will have a glossary of the those keywords and the rules associated with them. Hopefully this will make the rulebook more easily expandable in the future. You might even be able to use it a bit like beginner/advanced rules. The rules on the card will get you playing immediately, and if you want expanded/clarification rules look up the keyword.
Attached are todays rule chunk if you want to give me feedback and catch any errors or things you find confusing!
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