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TViT Dev Update 18

Nothing much to update ya'll with this week. I'm still making a lot of technical, uninteresting changes. The last major deadline of the year is coming up at my day job, which is limiting my energy and free time.

  • Re-designing Spells from a narrative sense. In the original iteration, they were basically explained with a hand wave and "it's magic, don't question it". Now, Spells are tied to the use of specific, detailed spellcasting sigils or anomalous objects (such as a lighter that lets the user cast a flamethrower-type spell).
  • Still tweaking Skills and Minions for the initial Other by playtesting them against level 1 Survivors.
  • Still refining the starter campaign, using my online playgroup as real-world test of encounters, mechanics, and narrative.
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