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Ian Mauldin

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A member registered Feb 22, 2022 · View creator page →

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Apologies for not replying sooner! I don't check in here often enough!

Regarding Take Decisive Action this is the end of an epic Duel! First of all between Duel rolls, Jedi characters and their enemies should be trading quips and appealing to one another just like in Star Wars Media! I mention this because this will all lead into TDA feeling all the more satisfying.

TDA itself is meant to be the end of a battle, however you (or the Senate) decide to play it out in the fiction. What I love about my favorite lightsaber battles is that the themes behind the characters are often more important than the choreography.  In these movies, shows, comic books etc, duels rarely end in actual character death. Which is why I want the threat of Dark Side to be more or at least as pressing as taking harm in this game. When you win a duel it's not a victory of swordsmanship, it is a victory of good over evil. That's why you clear all dark side (or at least cut off a hand).

The move is open ended as far as how it looks in the fiction on purpose. The Senate may decide that the enemy flees. Perhaps you are separated by two halves of an imploding spaceship. Maybe the enemy plummets down a vast cavern. Those things could happen if you fail the roll as well, you'll just be on the receiving end of the consequences. I'll think about the wording of this move in future updates though. Thank you!

As far as Dark Side feeling penalizing and exciting, that's very good! I have been tweaking the balance of this since I created the game. When I added downtime I added a way to remove dark side between missions. My goal is to keep things dire during the missions, though you can use the Extra Move May the Force Be With You to clear a dark side.  There are also some playbooks that help you clear dark side during missions. I have thought about adding another basic move for this, but nothing has felt right, and I kind of enjoy how scary the threat is.

Keep in mind the Senate may ask you to mark or clear dark side at any time. So if you've done something incredibly altruistic, feel free to appeal to your GM to clear a dark side.

Cheers,
Ian

PS If you have played this game in the three months since posting, please feel free to give me you or your fellow players' thoughts! I am currently working on a new update to the game. You can reply here or reach me at ian@maudlingames.com

Ah! I would love to experience Belgium! I have not yet had the good fortune.

Hello!

I am so happy that you are interested in translating this game. It is a fun passion project for me as well, and France is one of my favorite countries I've been to, so having a version of Light Side in French would be a dream. 

This is a free game, and you are free to share it and alter it as you would like. I just ask that you credit me, and never charge anything for any version of Light Side. I want it to be available to people from all across the Galaxy! 

If you have any questions or if I can help in any way, don't hesitate to reach out to me here or via email. ian@maudlingames.com

May the Force Be With You!

Thank you so much! Honestly it was a bunch of moves that ended up on the Learner playbook, and one or two that are on the Master. Its core move wasn't very interesting, it just gave them a damage bonus with lightsabers.

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Ah! That's from an earlier draft. My starting points for playbooks were the 6 KOTOR classes. The Scout, Soldier, and Scoundrel playbooks lined up pretty well, but the farther I got into building the Jedi playbooks the more I felt I could make stronger playbooks for PbtA by tweaking them a bit. "The Consular" became "The Master" and the "Guardian" became "the Learner." I must have forgotten to change that bit in the core rules. Good catch!

Long story short, I'll fix it in the next draft. Thank you so much.

Right now, ship to ship combat is handled via the basic moves. I believe there is a chapter about it in the game right now, but I could definitely expand on that. Essentially, if you're in a ship, it will have health (usually 7), armor, weapons, etc. If you are in a Y-Wing and want to bomb a Star destroyer, you might need to roll "use the Force" as an "act under pressure" type piloting roll to avoid the Destroyer's canons. Then, once you are in close enough, you might try a bombardment. Your senate would then have you roll Blast'em to see how you do. In my opinion, this works just fine for Ship to Ship combat. Check out the Scout for some playbook moves that help flesh out space combat. 

I do have thoughts as to possibly designing Spaceship playbooks, if only so it's easier to keep track of what your ship is capable of. For now, if there's something that happens in a Space encounter that you feel isn't covered in the Basic Moves, feel free to contact me so I can take it into account. The Senate might also come up with a custom move to cover something cool your ship can do. For example The Ghost from Rebels might have a custom move about how the Phantom (it's detachable shuttle) functions. 

Thank you for your interest and your suggestions :)

It's always fun to get weirder!

This is clearly the most fun option. I'm glad you enjoy!

THANK YOU Mr. F! You are the best.