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TViT Dev Update 13

Aaaand another week comes to a close. This week's focus has been enemy design and properly writing out the scripted starter campaign, since my online playgroup has their first real gameplay session this coming Thursday. Have I been using the fear of appearing unprepared for the session to motivate me to get things done? Maybe... :')

  • Up to 80 weapons & items for the gear catalog. Had to add a few entries to fill some roles that would be needed for certain interactions/campaign mechanics. What do I mean by that? Stay tuned & you'll see...
  • Started cleaning up the campaign guide for the starter campaign that will launch with the public playtest. Trying to turn a very messy 8 page word vomit into something that other GMs can utilize.
  • Formalized the overall design concepts for the first 3 main boss monsters ("Others"). Now moving on to actually filling out their skills and designing their minions...
  • Speaking of which, I want GMs to have just as much fun build crafting their Other as the players get when building their Survivors. To help make that happen, I've added [NAME PENDING]! These work like sub-classes for the Other, changing both how they work narratively as well as mechanically. This should help make re-runs of the same campaign still feel fresh and interesting.
  • The first Other now has a full stat block, a base skill, 3 [NAME PENDING], a modest selection of skills, and 5 different Minions the GM can use to populate combats.
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