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Happy Wednesday!

Spent a bit thinking about whether to demo one of the playbooks today, or one of the game's monsters. In the end, I decided to go with both, so it's double-update day.

The Death Knight is the premiere heavy hitter among Necromancy's playbooks, a powerful front-line slugger with high all-or-nothing damage and pretty high survival potential. It needs these qualities, though, because its Cursed feature ensures that someone is going to pay the price for a failed hunt.

The manticore is intended to be a "starter" monster, appropriate for the first hunt of a campaign. It's also pretty par for the course for the unpleasantness level of the fauna your settlement is sharing the long night with; things like this are the reason people will put up with something like the Death Knight in their midst.

As with all monsters, the manticore's Vitality trait hasn't yet been playtested and is a rough eyeball estimate. It's intended to be burly and aggressive, but manageable. Right now it might be either a pushover or too tough for a starting group; as playtesting happens, I'll dial the numbers in until they feel right.

Comments

Michael Brewer

After reading the first two rules pdfs, I really wanted to see a character playbook and monster playbook, so thanks for this. They both look pretty awesome. I was a bit concerned that removing stats would make things less customizable, but you've added enough moves that I have no problems. The Manticore playbook is pretty interesting. I'm a little unclear on the terminology around inflict harm vs. suffer harm and who ends up hurt in each case though. Maybe it would be worth it to say "The Manticore suffers X Harm" or whatever, just to remove ambiguity? Or maybe that's made clearer by the rules elsewhere. Regardless, looks good.

holdenshearer

The death cards could probably stand to be clearer. I need to get some mocked up so I have a clearer idea what kind of text constraints I'm working with in terms of clarity vs brevity.

Michael Brewer

Oh, one thing I am very curious about is the location playbooks. Specifically the kinds of endings you can trigger. I can wait if you'd rather share that info all at once in the playbook, but a general sense of what the "good end" that we might be able to achieve in this game would help me calibrate my expectations. Different endings like "the best we can hope to accomplish is slowing the inevitable descent of this village into the long dark" vs "actually being able to help them start climbing back up to a level that's moderately sustainable" vs "we can get the sun or other magic back and actually get back on the road to advanced civilization again" say a lot about how ultimately hopeful the game is.

Michael Brewer

...Oh, for the record, I'm still interested even if the best one can hope for is simply delaying the inevitable slide into death and despair of this village. Because I've never seen "delaying the inevitable" as a bad thing. Life IS delaying the inevitable and the heroism involved in ensuring that a village doesn't get attacked by monsters is not lessened if the village perishes later.