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Delta Fork: A rules-light version of EP

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shark3006 shark3006's picture
Delta Fork: A rules-light version of EP
I was inspired after playing Cthulhu Dark with my friends the other night and decided to take that system and modify it to create a rules-light hack of Eclipse Phase. These rules are really light. Morphs and gear don't matter and combat is kept to a minimum. I figured it would be good for running one-shots and introducing new players to the EP setting. I know I've seen a bunch of people write how they really want to play EP but that the heavy rules intimidates their players. I figured with a light version like this, GMs could introduce their players to the setting, get them hooked, and then "upgrade" to the full rules-set. And for one-shots, this would save a lot of time for character creation (which, if you're playing with a decent-sized group, could take even longer than the game itself). Each player just needs four d10s and you're good. Here's the link to the rules: http://goo.gl/EzLy8 I'm going to be playtesting it with my own group soon, but I figured I'd post it here now anyway. I hope you all enjoy it. If there's anything that you think needs to be added or changed, let me know. These rules are insanely simple on purpose, so just please don't say that they're not complex enough. And if people like this, I'll try making a prettier version. This is still a first draft. Enjoy, and happy playing!
So on our heels a fresh perfection treads/ A power more strong in beauty, born of us/ And fated to excel us, as we pass/ In glory that old Darkness: nor are we/ Thereby more conquer'd, than by us the rule/ Of shapeless Chaos.
OneTrikPony OneTrikPony's picture
Hmmm...
Hmmm... This might be a good idea for introducing players to the setting but I'd like to see some relation to the actual EP rule set with the goal of working new players into the real game. Perhaps it would serve the new player better to have them role d100 for actions. Give them mundane skills and let them make up 5 specialist skills to go with their character. The target for mundane skills would be 40 and the target for specialist skills would be 70. Almost as simple but gives them the feel for d100 play and the 'roll-under' mechanic. I would probably change the terminology of DUR and LUC to Wound Threshold and Trauma Threshold. Or just call them Physical Wounds and Mental Trauma. This will be more familiar when players play the core rules. Setting initial health at 10 then using a role-under mechanic on a d10 is kind of cheep. It means that first wound is automatic so I'd probably set initial health at 5. This will also keep the numbers in line with the amount of wounds and trauma characters can expect to have when playing the core rules.

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

shark3006 shark3006's picture
Thanks for the feedback. You
Thanks for the feedback. You brought up a lot of good points for introducing players to the d100 mechanic. But my goal with this was more to introduce the setting than the mechanics. I tried to make it as bare-bones as possible. Setting the initial health at 10 may be cheap, but that's also there to make players think about how they want to risk their Durability/Lucidity during rolls. Also, you really only lose one hit point per attack, so it comes off slowly. The other reason being that, with this ruleset, rolling up a new character really isn't too difficult. Or, because it's EP, they can just resleeve. But if you decide to run this with your friends, feel free to make whatever changes you want. If you do, let me know how it turns out. I'm curious to see what other people do with it. :)
So on our heels a fresh perfection treads/ A power more strong in beauty, born of us/ And fated to excel us, as we pass/ In glory that old Darkness: nor are we/ Thereby more conquer'd, than by us the rule/ Of shapeless Chaos.
shark3006 shark3006's picture
AP is up
So I finally got to run a playtest of Delta Fork with my players the other night. I think it went pretty well. We realized that adding a Moxie mechanic would probably be a good idea, so I adjusted the rules to reflect that. If you're curious, you can listen to our playtest here: http://ragnerdrok.com/2012/12/12/ap-delta-fork-mission-to-zombieland/ And if you run your own games with the system, let me know. I'd love to know how it works out for others.
So on our heels a fresh perfection treads/ A power more strong in beauty, born of us/ And fated to excel us, as we pass/ In glory that old Darkness: nor are we/ Thereby more conquer'd, than by us the rule/ Of shapeless Chaos.