Hey All,
So, I wanted to post up a labour of love I've been working on for a while. In short - a hybrid of N18 and some of the most beloved elements of NCE, e.g. proper gang advancement (which assists proper RPG character development), reined in rare trade, and a splash of map-based strategy to spice up the campaign rackets game.
And you know what? Against all the odds it seems to have been reasonably successful. Members of our gaming group who tried and failed to get into N18 are coming back into the fold, and the best thing is that the vast majority of N18 in-game mechanics are untouched. It's primarily the post-game and one-off gang creation elements which do the heavy lifting.
I'll start by plagiarizing myself from this thread here and focus on what I, and many of my group, have found to be the worst elements of N18. I'm reposting here as although that thread is campaign specific, I'm really interested in chucking these rules (and my rationale for them) out to the wider community, not just our LAGGNOG campaigns.
The game is now designed in the format of 40k and WHFB: variety is purchased at the outset, not developed organically. Isn't that a pity?
So here is the rock on which I build my church.
First off let's level the playing field a bit at gang creation, add some variety into starting champs and leaders, and then make advances more common but less predictable for everyone. Oh, and gangers can have skills...
Next up was Rare Trade. The desire here was to make rare items less predictable, and to create a trade off between gathering income and racket boons, and getting the kit you want:
Another nice touch, in my humble opinion, is that this actually works pretty well with the existing Yaktribe tools. I simply set up Custom profiles for Leaders, Champs and Gangers for each of the gangs, using the standard ganger profile and cost as a base, and shared these with the campaign. Players could then just hire them in, level up with Leaders and Champs on creation, et voila, done. There's no other effort required apart from putting the XP cost as zero when adding advances (as XP is accrued not spent) - even the advance costs are the same.
So anyway, I've attached the full PDF with all the details. It's 11 pages but don't be daunted - there's 6 pages of tables and diagrams, 1 page for the summary and 1 for the mapped campaign system. Bulk of the changes fit on 3-4 pages. I'll be updating as we find gaps, both gaping and small, but this is my offering to those who want a bit more old spice in their games with all the advantages of the new system
So, I wanted to post up a labour of love I've been working on for a while. In short - a hybrid of N18 and some of the most beloved elements of NCE, e.g. proper gang advancement (which assists proper RPG character development), reined in rare trade, and a splash of map-based strategy to spice up the campaign rackets game.
And you know what? Against all the odds it seems to have been reasonably successful. Members of our gaming group who tried and failed to get into N18 are coming back into the fold, and the best thing is that the vast majority of N18 in-game mechanics are untouched. It's primarily the post-game and one-off gang creation elements which do the heavy lifting.
I'll start by plagiarizing myself from this thread here and focus on what I, and many of my group, have found to be the worst elements of N18. I'm reposting here as although that thread is campaign specific, I'm really interested in chucking these rules (and my rationale for them) out to the wider community, not just our LAGGNOG campaigns.
- Variety, what variety? In a system with more actual stats and rare weapons than ever before, isn't it kind of strange we always see the same builds? Pairs of goliath champions doing everything, Nerves of Steel, True Grit, movement & weaponskill, wrecking the field. Yawn.
- Rare Trade in the old days was like Christmas as a kid. You loved what you got, but always missed what you didn't. And you always dreamed of the day you could get everything you wanted for Christmas. Now I'm a jaded grown up and I can generally afford the stuff I want for Christmas (unless it's N18 Underdog cards). And it sucks.
The game is now designed in the format of 40k and WHFB: variety is purchased at the outset, not developed organically. Isn't that a pity?
So here is the rock on which I build my church.
First off let's level the playing field a bit at gang creation, add some variety into starting champs and leaders, and then make advances more common but less predictable for everyone. Oh, and gangers can have skills...
Next up was Rare Trade. The desire here was to make rare items less predictable, and to create a trade off between gathering income and racket boons, and getting the kit you want:
Another nice touch, in my humble opinion, is that this actually works pretty well with the existing Yaktribe tools. I simply set up Custom profiles for Leaders, Champs and Gangers for each of the gangs, using the standard ganger profile and cost as a base, and shared these with the campaign. Players could then just hire them in, level up with Leaders and Champs on creation, et voila, done. There's no other effort required apart from putting the XP cost as zero when adding advances (as XP is accrued not spent) - even the advance costs are the same.
So anyway, I've attached the full PDF with all the details. It's 11 pages but don't be daunted - there's 6 pages of tables and diagrams, 1 page for the summary and 1 for the mapped campaign system. Bulk of the changes fit on 3-4 pages. I'll be updating as we find gaps, both gaping and small, but this is my offering to those who want a bit more old spice in their games with all the advantages of the new system