Welcome, Guest
Username: Password: Remember me
  • Page:
  • 1
  • 2
  • 3

TOPIC: Wreck Age 2nd edition basic rules beta

Wreck Age 2nd edition basic rules beta 3 days 11 hours ago #2862

  • Dragonslayer
  • Dragonslayer's Avatar
  • Offline
  • Locust
  • Posts: 25
  • Thank you received: 15
  • Karma: 1
I would consider pulling references to the Craft action from the first part of the skirmish rules. I don't see spending two turns making a zip gun coming up enough. Leave it in advanced rules. Mentioning it earlier is just confusing.


Are all Special Tests considered Advanced rules or is the only advanced rule the measurement conversions?

The conversion for 15mm figures doesn't make sense. 3cm is greater than 1 inch so 15mm models could shoot further across the board than models in a standard 28mm game.
The administrator has disabled public write access.

Wreck Age 2nd edition basic rules beta 3 days 11 hours ago #2863

  • Dragonslayer
  • Dragonslayer's Avatar
  • Offline
  • Locust
  • Posts: 25
  • Thank you received: 15
  • Karma: 1
Is the narrator still a thing in the skirmish game? I see it mentioned under scavenging, and interact, but don't recall if it was explained earlier.


I would suggest that the narrator and actions like barter and parlay be pulled and reintroduced as advanced rules options. The Skirmish rules should be solid rules built for two opposing players.


The Scavenge test in Special tests and the Scavenge test in the Scavenge scenario do not match. We could simply call the test in the scenario a Wits test and leave it at that.


Scavenge special action, second paragragh has wording issues.
The administrator has disabled public write access.
The following user(s) said Thank You: Anton

Wreck Age 2nd edition basic rules beta 3 days 11 hours ago #2864

  • Anton
  • Anton's Avatar
  • Offline
  • Overseer
  • Posts: 630
  • Thank you received: 175
  • Karma: 12
Dragonslayer wrote:
I would consider pulling references to the Craft action from the first part of the skirmish rules. I don't see spending two turns making a zip gun coming up enough. Leave it in advanced rules. Mentioning it earlier is just confusing.


Are all Special Tests considered Advanced rules or is the only advanced rule the measurement conversions?

The conversion for 15mm figures doesn't make sense. 3cm is greater than 1 inch so 15mm models could shoot further across the board than models in a standard 28mm game.

Good calls... All of the special tests are advanced rules in the current version. I'm not sure if that should change or not. I'm focusing right now on getting the quick start and the "basic" 4 page rules done, and then I'll go back and re-look at the 46 page rules, which as of this point, is going to fit that "reference" role.

There will be a longer/larger book, more akin to the original hardcover, but in a larger format, which I was hoping would be done for Adepticon, but it's looking like that's a pipe dream at this point. I'll have ads done for it and will work on it as soon as Adpeticon is done, and will work diligently on finishing up the vehicle rules, squad mechanics, and some new campaign rules that will be going in there. I'm hoping to get a lot of feedback on those moving forward, but I think that getting these two documents done first is going to lay the foundation for all of that stuff moving forward.
The administrator has disabled public write access.

Wreck Age 2nd edition basic rules beta 3 days 10 hours ago #2865

  • Anton
  • Anton's Avatar
  • Offline
  • Overseer
  • Posts: 630
  • Thank you received: 175
  • Karma: 12
Dragonslayer wrote:
Do you want typos/formatting critique?

What is happening to Archetypes in the new rules?



Some of my thoughts on 1st Ed.

I did read the book to learn the rules without a demo. I could understand things well enough. The biggest problem I had was the density and disorganization of the rules, not the rules themselves. Many things were duplicated in multiple places, while some needed other rules in other chapters that weren't always referenced.

The RPG never felt like it had any separate rules, more like things tacked on to the skirmish game. The RPG content was very lite and the game as an rpg could have just as easily been played with Fate or another generic narrative rpg system. Some skills affected the skirmish game while others didn't, and this was a problem which appears to be fixed now that skills are reserved for the rpg.

Crew building was easy and fun. I think I built a crew before reading all the game rules.


Overall Wreck-Age has been a middle ground skirmish. It isn't streamlined enough for me to consider light or simple (song of blades and heroes), but also not super heavy or deep (Infinity/Malifaux). My thought has been that Wreck-Age can veer two ways. Either tighter and more streamlined with simplified gameplay and reduced modifiers, or more thematic and "old school." Maybe this is the wargame vs. rpg divide.


Archetypes will still be in the larger rulebook, although they will be more focused in a more faction-specific direction. The generic archetypes had some issues, and people were using them in game-breaking fashion in tournament play and I'd like to cut them out and focus on the upcoming faction books, which will have more faction-specific traits, feats, and equipment (as well as additional art and backstory).

The RPG will have a greater range of skills, and be a separate book. All of the basic rules for narrative RPG and tabletop will be free PDF downloads, so this isn't a ploy to make money. The goal is to get people playing as much as possible.

I'm glad that you were able to wade through the softcover and figure things out. I know that organization has been the most common complaint with it. I think that's the primary goal with these new versions, is to help make things clearer, and to keep things from being repetitive or redundant. I think having more visual elements will help, and also having a streamlined 46 page reference guide will also aid in that goal, because the larger rulebook will re-hash those rules, and add more in regards to campaign rules and such from there. This is very much a work in progress at this point, but I think the core rules have been shown (in my eyes at least) to be pretty solid, and fun to play.

I think you're spot on with "middle of the road", and I think that's the goal with these. The system is meant to have a little crunch, but still be fast and easy to play. I think the main issue has been accessibility and ease of comprehension with the rules.
The administrator has disabled public write access.

Wreck Age 2nd edition basic rules beta 3 days 10 hours ago #2866

  • Anton
  • Anton's Avatar
  • Offline
  • Overseer
  • Posts: 630
  • Thank you received: 175
  • Karma: 12
Updated quickstart:

www.dropbox.com/s/c8bgueoc82vo8co/WreckA...kStart2ndEd.pdf?dl=0

I'd like to try to squeeze an image in for damage resolution. I think I can make it work. I will need to take new pictures of all of the images, so please forgive the rough appearance, or as they say in the construction biz: please pardon our dust.
The administrator has disabled public write access.

Wreck Age 2nd edition basic rules beta 3 days 10 hours ago #2867

  • Dragonslayer
  • Dragonslayer's Avatar
  • Offline
  • Locust
  • Posts: 25
  • Thank you received: 15
  • Karma: 1
I'll stick to the quick start and save my questions about the rules reference for some other day.

The green character nerves test TN is different in the quickstart than in the rules pdf chart. I'm guessing the plan is to stick with 6+ nerves for green characters, which would mean the chart is wrong and the quick start is right.



msears wrote:
I have to admit I am intrigued with "advanced" rules where before I was staunchly against it. Would any of you guys in favor of it be able to put together a quick list of rules you consider advanced? That would have to be step one if we were going to ponder that, in my opinion.

In my experience, advanced rules quickly become assumed rules for the vast majority of any game's players. The split is primarily to ease people into a game system. I see campaign play, narrator control, and more specificity on wits tests (differentiating between scavenge/harvest/barter/parlay) being some of the rules to keep for advanced. I have a hard time deciding about malfunction and suppression because I see those as specifically giving Wreck Age a post apocalyptic feel on the table, but they are more rolls to remember and make.
The administrator has disabled public write access.
The following user(s) said Thank You: Anton

Wreck Age 2nd edition basic rules beta 3 days 8 hours ago #2868

  • Ironheart
  • Ironheart's Avatar
  • Offline
  • Grub
  • Posts: 3
  • Thank you received: 1
  • Karma: 0
I'd try creating a 25-40% opacity white box with a feathered edge under the smaller text in the graphics for legibility. The black text over the board surface is a bit rough. Also the fight pic can be tightened up vertically for sure, open up some precious space.
The administrator has disabled public write access.
The following user(s) said Thank You: Anton

Wreck Age 2nd edition basic rules beta 17 hours 33 minutes ago #2871

  • insomniak1
  • insomniak1's Avatar
  • Offline
  • Grub
  • Posts: 5
  • Thank you received: 5
  • Karma: 1
After reading the latest Quick Start Guide, and after previously having read the 46 page rule book, I ended up appreciating both. The QSG actually made me feel like starting a test match right away (i.e. start playing now!). One thing I would still keep, is the malfunction die. It adds that little subtle touch of RPG/realism/luck without being too much "in your face" and goes well with the game's setting. Suppression, environmental/terrain interactions, weapons fixing/making, scavenging, barters, nerve checks can stay in the Advanced Rules Book. I'm hoping this book would feature a sample narration with scenario and pre-built crews. One other suggestion would be to add an end-phase power test (7+TN) to a dying char as an ultimate challenge and come back as down, which, if not attacked again in the next round, can have a chance to make it back to wounded and add the "yesss!" factor. Maybe that's pushing it to Advanced Rules?
The administrator has disabled public write access.
The following user(s) said Thank You: Anton

Wreck Age 2nd edition basic rules beta 11 hours 47 minutes ago #2872

  • Anton
  • Anton's Avatar
  • Offline
  • Overseer
  • Posts: 630
  • Thank you received: 175
  • Karma: 12
Threw in mention of the Malfunction Die, but left its effects out of the quickstart. It wouldn't fit without some major modification, and I think just its mention will help people know that it exists, and they can check it out in the main rules.

Also added some more background.

www.dropbox.com/s/5mjkjlokb6bqz6m/WreckA...kStart2ndEd.pdf?dl=0

The main thing left, is taking new images, and doing a bit more graphic work, otherwise, I think this is getting very close. Any last minute comments on the quickstart? I'd like to send it out to print on Wednesday, finishing up all of the graphic stuff tomorrow.
The administrator has disabled public write access.

Wreck Age 2nd edition basic rules beta 8 hours 31 minutes ago #2873

  • Ironheart
  • Ironheart's Avatar
  • Offline
  • Grub
  • Posts: 3
  • Thank you received: 1
  • Karma: 0
There are a few typos in the text over the graphic on the last page. defent instead of defend and stkaer instead of Staker.
The administrator has disabled public write access.
  • Page:
  • 1
  • 2
  • 3
Time to create page: 0.139 seconds

Shop Links

Search the Shop

My Cart