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Destined Preview Now Available


lawrence.whitaker

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As Destined (our new superhero RPG) nears readiness, we thought we'd give you a peek under its hood.

This preview is from our pre-proofed files, so doesn't have the 'page XX references' resolved yet, but it does give you a good idea of Destined's scope, look and feel.

More news to come on the game's availability in early 2022.

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The Design Mechanism: Publishers of Mythras

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I must confess that, despite myself, I kind of like the preview - especially how the powers/boosts/limits seem to work. They seen extremely flexible, will still giving you a solid mechanical framework for all kind of powers.

Why "despite myself"? Well, I really don't see BRP as a supers system. I can't see supers beyond street level having anything like Hit Points, much less zone specific Hit Points. When the Hulk and Thor fight, it's a lot of noise until one of them is pummelled into submission, but neither is really "hurt", they're fine for the next fight. With super-heroes, it's usually either lose, but be (physically) fine, or (extremely rare) lose and be dead. As I said, people like Daredevil or Batman might be the exception here. Still, making stuff like super strength work in combination with "real" BRP hit points and heroes who are actually vulnerable on a mechanical level seems pretty impossible to me.

Anyway, Destined looks very good, and while I suspect it will shine more at street level super-heroics, that's fine, too!

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1 hour ago, Jakob said:

I must confess that, despite myself, I kind of like the preview - especially how the powers/boosts/limits seem to work. They seen extremely flexible, will still giving you a solid mechanical framework for all kind of powers.

Why "despite myself"? Well, I really don't see BRP as a supers system. I can't see supers beyond street level having anything like Hit Points, much less zone specific Hit Points. When the Hulk and Thor fight, it's a lot of noise until one of them is pummelled into submission, but neither is really "hurt", they're fine for the next fight. With super-heroes, it's usually either lose, but be (physically) fine, or (extremely rare) lose and be dead. As I said, people like Daredevil or Batman might be the exception here. Still, making stuff like super strength work in combination with "real" BRP hit points and heroes who are actually vulnerable on a mechanical level seems pretty impossible to me.

Anyway, Destined looks very good, and while I suspect it will shine more at street level super-heroics, that's fine, too!

I got to play it at GenCon this last year at the Epic level (X men power). I was quite surprised at how well it did, and it very much felt like supers.ย 

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7 hours ago, Raleel said:

I got to play it at GenCon this last year at the Epic level (X men power). I was quite surprised at how well it did, and it very much felt like supers.ย 

I look forward to get a more extensive look ... I love Mythras, and I'm pretty willing to be proven wrong when it comes to BRP and supers.

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On 12/27/2021 at 10:32 PM, lawrence.whitaker said:

As Destined (our new superhero RPG) nears readiness, we thought we'd give you a peek under its hood.

Thank you very much for sharing this preview with us. It looks like it's going to be an awesome game!

Some initial reactions:

1) I bet this would work well for 1-on-1 gaming (1 GM, 1 player; duet games). You can really focus on the superhero and let him/her shine.

2) As with other TDM products, I like the examples throughout the text. They illustrate the concepts being discussed in an easy-to-understand, concrete fashion.

3) I really like the concept of an overall power level for the campaign. It helps coordinate the expectations of the players and sets the tone for the game. I also really like that it has a mechanical impact in the rules system.

4) Assigning characteristic values is a great idea for a game where the player may already start out with a concept that he/she wants to implement in the rules system. I also like that you've provided example arrays of point values.

5) The powers system looks very, very nice! I love the flexibility that you've built into it: effects can vary on the fly, keeping them fresh and interesting, but also keeping them limited. And those limits are neat not necessarily because they help prevent "abuse," but because I could see them lead to interesting situations and decisions ("Do I expend all of my strength now to deal with this situation? Or do I need to keep something in reserve for any issues later on? If I keep something in reserve, how much is enough? And how do I make the best use of my limited resources now?"). Very cool!

6) I'd love to hear more about how the allotments system will work. The little bit that's included in the preview sounds really interesting. Having to count every penny definitely doesn't feel "supers" to me, so having a system that abstracts that away sounds great.

7) How close will this be to the core Mythras ruleset? Will it be similar to Lyonesse (which feels very close to me)? If it will be very close, is there a way to indicate which parts are new or different versus those that are basically duplicated from the core rules? That way, someone who has and plays the core rules would be able to quickly and easily pick out what makes these rules different.

8) I love the notes about how Destined could be combined with other TDM properties. I'm currently doing a solitaire play-through of the Mattanit adventure for Luther Arkwright. I could totally imagine a parallel where homo novus has developed truly astonishing super powers. Having a whole system to back that up would be awesome.

Happy New Year! I wish you a *super* successful year! Best wishes for Destined!

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7) How close will this be to the core Mythras ruleset? Will it be similar to Lyonesse (which feels very close to me)? If it will be very close, is there a way to indicate which parts are new or different versus those that are basically duplicated from the core rules? That way, someone who has and plays the core rules would be able to quickly and easily pick out what makes these rules different.

It's very close. Mythras is the underlying engine. Most differences are small. The skill lists for example, and how damage is used to simulate the subject matter. Otherwise everything is very familiar. We haven't produced a 'what's different' guide because it's meant to be a standalone game, and there are a lot of subtle differences - probably more than with Lyonesse.

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The Design Mechanism: Publishers of Mythras

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