Itinerant Princes Picaro
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Overview
Basically same deal as before, merged with Picaro (aka the Conan game), merged with the No-grid Roguelike concept. Also looking at KoL and Echo Bazaar. Thus: Players have a character in the gameworld who wanders around and gets into adventures. A lot of the emphasis is on careers (ie, what you're doing right now and switching between them) and organizations (a big part of advancement is advancing your org as well as yourself - you can hit a skill cap pretty easily and being The Best At Fighting doesn't necessarily let you accomplish much - or switching to new orgs).
Different Play Modes
- Solo play: You run your character by the usual rules. When your turn ends you get another turn. Eventually your character dies from old age or in battle. Perhaps there's a high score board!
- Group play: Multiple players each run a character. Characters can interact with the same game-world entities but not directly with each other. Turns last N (configurable) days. At the end of each turn, players are prompted to have their character write a letter to another player's character to let them know how stuff is going (there's some reward for doing this).
- GM-plotted play: There's a GM, who don't run a character. There are various GM intrusion places in the game, like there's some slider for what % of treasure is randomly generated vs determined (determined stuff is either preset, or it's explicitly "wait for the GM to tell you what this is". The GM has some menu of mechanical stuff they can do along with the message - give/destroy stuff, give/remove ranks, career change, teleport player, create NPC, etc.
- GM-less plotted play: Same deal, but no separate GM - GM resolution stuff gets handed to other players, who answer in less explicit terms maybe ("what will be the long-term effects of this move?" "Jealousy")