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!!!!
Tag Archive for pyron
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.
Magic didn’t come out of a vacuum in Pyron. The Magi of Myraea were not the first to discover it, but rather were the first to codify it into a sort of science. Prior to the rise of the Magi, magic was practiced by humans in an intuitive and largely accidental way. Some individuals, with strong enough minds, were able to shape mana without realizing what they were doing. Often these basic spells, crude as they were, were lauded as miracles and gifts granted by the gods. There was no method for casting spells, no safety precautions, no understanding of how magic functioned, and no reliable way to transmit knowledge regarding magic to a new generation of casters.
One of the first ways that accessibility came into Pyron’s design was in the decision to go with a low-math system. Initially this was done simply out of frustration with some of the higher math systems out there, and the constant need to stop game play while someone brought out a calculator to determine whether they had made it through the illusory door, or if they were still trapped. As we’ve been working on our design, however, accessibility has taken a position of prominence in our design values.
As of today Reme has completed the rewrites on the book from the Alpha Playtest, and now it’s down to me to polish it up to be sent out for print for the Beta Playtest, to be GMed by a player from our last Playtest, resident Rules Lawyer Nick. We’re all supper excited about this milestone, and the break it’s going to give Reme… but she’s not done yet!