It’s been a long few months of editing since the Alpha playtest, the day has finally come, and it’s time for the BETA playtest! For this version of the playtest we’ll be having our Rules Lawyer run the game, and the Writer will play, along with the Combat Monkey, and the Old Guard Gamer, and the ROLEplayer. Our Newbie unfortunately had a scheduling conflict, so we’re down a man… but we’re off!!!!
While Pyron has a skill that allows characters to move stealthily (Evasion), there is no dedicated spot/listen/perception skill. Instead, characters use their Cunning attribute in order to determine where hidden enemies are located. This design decision was made for two major reasons. The first is that it means that all characters have a chance to hunt down hidden enemies, even if they haven’t invested heavily in a skill. The second is that, despite this, characters with high ranks of Evasion will generally have the edge when paired against those hunting them.
We focus a lot on making sure that our setting is equal for everyone. Because we write from an American standpoint, being Americans ourselves, this involves improving the situation of the groups of people that are not at the top of the social food chain in American society. So, we write about how women, transgendered individuals, people of different skin colours, and people of various romantic and sexual inclinations, are all at the top of the chain now. What we haven’t done, however, is lower the dominant groups of the real world; we chose to uplift everyone to the same level, without a similar lowering for dominant groups.
Our last editor was forced to drop out of production before we got to the editing stage, as we mentioned a few weeks ago, but we’re still on great terms. Education comes first. What that means is that we’ve had an opening for a new editor which we’ve recently filled with Ms. Ashley Gant, and we’re super excited about it!
Early in the development of the Seref System we made the decision that we weren’t going to include automatic successes or critical failures as part of the rules. For a time we allowed automatic successes when play testers rolled a one on skill checks, but this became incredibly muddied when two players each rolled a one in opposed checks. Because we use a D10 system, it’s pretty easy to roll a one, or a ten, moreso than with a D20, where it’s still annoyingly common to see fighters accidentally fling their swords across the room. So rather than have a one in ten chance of humiliating failure, or automatic success that couldn’t be stopped nine times out of ten, we chose to write them out of the game altogether.