Alright - I'm in. This approach is interesting and I want to see what you can do with it. Also the setting is a nice approach. Good luck and keep us posted.
I generally like this very much. But I'm not very convinced that anyone can make a serious welding repair in the time it takes to fire two shots. (Like I said, I like this very much, I had to neat pick)
If this was D&D you'd be right. But it's not. Even in basic Cypher, rounds and turns can have variable amounts of time. It's not all on a 1:1 time scale. VoidHome rolls with this, describing on the rules that the action take is only the focal point of interest during that action, but that many things could be narrated during it. Welcome to narrative RPGs that aren't simulationism. :)
@@Qedhup Do you really think it's that much simulationist? I mean, I can play with rounds that last a variable amount of time but welding work takes at least a few minutes. I just think that making it as quick as taking two shots is stretching the narrative aspect a little too far. More akin to a videogame. Not that there's anything wrong with it. But I think I'd prefer to feel that time flows at a similar pace for all characters unless there's some special effect involved.
Only in comparison. The rigid time structure and 99% combat rules means D&D strives for tactical combat simulationism to a degree. It's certainly not a narrative game. Now, I'm not saying it's something as hardcore simulationism as something like old school Traveller. That's a whole other ball game. But it's definitely a combat simulator with rules for super heroes in a fantasy setting. Nothing wrong with that, but that's all the D&D rules support.
As for someone doing something like welding in the middle of a conflict scenario. I didn't even add that as new. Cypher already had examples of that in the base system. Many systems can work like that. Fate, Cortex Prime, PbtA, etc. As Dean from Cypher Unlimited says, of you can't imagine it, it's just because you need to Shift Your Paradigm :) Btw, I hope you don't think I'm being bitchy about this or something. I know text doesn't convey emotion well on the interwebs. I actually like when someone brings up a point like this. It makes an opportunity for discussion about play style which is awesome!
@@Qedhup Ok, I gotta say first, nothing to worry about, I also enjoy a discussion like this. Beyond that I wasn't talking about D&D, which I agree with you is simulationist and 99% combat rules (part of the reasons I decided to quit after 20 years). What I meant is that I don't think is that simulationist to have the time flow at a similar pace for all characters. Not like I will be counting seconds with a clock, more like the guidelines for distance in CS instead of counting squares on a map. Now if there are examples like this in the CS corebook I totally missed it.
Alright - I'm in. This approach is interesting and I want to see what you can do with it. Also the setting is a nice approach. Good luck and keep us posted.
I generally like this very much. But I'm not very convinced that anyone can make a serious welding repair in the time it takes to fire two shots.
(Like I said, I like this very much, I had to neat pick)
If this was D&D you'd be right. But it's not. Even in basic Cypher, rounds and turns can have variable amounts of time. It's not all on a 1:1 time scale. VoidHome rolls with this, describing on the rules that the action take is only the focal point of interest during that action, but that many things could be narrated during it.
Welcome to narrative RPGs that aren't simulationism. :)
@@Qedhup Do you really think it's that much simulationist? I mean, I can play with rounds that last a variable amount of time but welding work takes at least a few minutes. I just think that making it as quick as taking two shots is stretching the narrative aspect a little too far. More akin to a videogame. Not that there's anything wrong with it. But I think I'd prefer to feel that time flows at a similar pace for all characters unless there's some special effect involved.
Only in comparison. The rigid time structure and 99% combat rules means D&D strives for tactical combat simulationism to a degree. It's certainly not a narrative game.
Now, I'm not saying it's something as hardcore simulationism as something like old school Traveller. That's a whole other ball game.
But it's definitely a combat simulator with rules for super heroes in a fantasy setting. Nothing wrong with that, but that's all the D&D rules support.
As for someone doing something like welding in the middle of a conflict scenario. I didn't even add that as new. Cypher already had examples of that in the base system. Many systems can work like that. Fate, Cortex Prime, PbtA, etc. As Dean from Cypher Unlimited says, of you can't imagine it, it's just because you need to Shift Your Paradigm :)
Btw, I hope you don't think I'm being bitchy about this or something. I know text doesn't convey emotion well on the interwebs.
I actually like when someone brings up a point like this. It makes an opportunity for discussion about play style which is awesome!
@@Qedhup Ok, I gotta say first, nothing to worry about, I also enjoy a discussion like this.
Beyond that I wasn't talking about D&D, which I agree with you is simulationist and 99% combat rules (part of the reasons I decided to quit after 20 years).
What I meant is that I don't think is that simulationist to have the time flow at a similar pace for all characters. Not like I will be counting seconds with a clock, more like the guidelines for distance in CS instead of counting squares on a map.
Now if there are examples like this in the CS corebook I totally missed it.
Can we back it yet?
Yeah it launched in early access on Feb 29th on my Kofi shop. Lots of great feedback so far!
I backed emailed you on how to get playtest