Playing with a simple time looping game for one player (solo or lone player.) If you're curious, here's the latest draft. Always looking for feedback, good or bad.
Well, I loved All You Need is Kill, so yeah this is definitely something I think is cool! The timeline map in particular is really neat!
I'm not sold on the resolution system. The "Yes, and" down to "No, and" scale is cool, but not a fan of "count up all your advantages, then subtract all your disadvantages, then add that to the roll". It tends to promote a "going down the list" approach in my experience. I tend to better favor things like the Cortex Plus approach: each asset is represented by a die, and you roll a die for each asset and add the two highest, but any roll of "1" means a complication shows up.
Another thing I've noticed in all the time-loop stories I've come across is the importance of, for lack of a better term, lynchpins. Part of the story is figuring out which people are central to the time-loop, and why they're essential. It starts to become clear that certain people are really important to it.
Is there a clear criteria to use when determining how a loop ends? I think it might be interesting to have that more hard-baked into the rules.
First off, thanks for giving it a look. Yeah, I'm on the fence about hard-baked rules for rewinding since there are so many stories and ways to do it. I probably need to expand the "Why" question to include rules for each given game.
Version 0.6 for those that are curious. I'm pretty happy with this one and don't see any more changes until more play testing is done. http://tangent-zero.com/files/Rewind_v06.pdf
Comments
http://www.tangent-zero.com/files/Rewind_v04.pdf
I'm not sold on the resolution system. The "Yes, and" down to "No, and" scale is cool, but not a fan of "count up all your advantages, then subtract all your disadvantages, then add that to the roll". It tends to promote a "going down the list" approach in my experience. I tend to better favor things like the Cortex Plus approach: each asset is represented by a die, and you roll a die for each asset and add the two highest, but any roll of "1" means a complication shows up.
Another thing I've noticed in all the time-loop stories I've come across is the importance of, for lack of a better term, lynchpins. Part of the story is figuring out which people are central to the time-loop, and why they're essential. It starts to become clear that certain people are really important to it.
Is there a clear criteria to use when determining how a loop ends? I think it might be interesting to have that more hard-baked into the rules.
http://tangent-zero.com/files/Rewind_v05.pdf
http://tangent-zero.com/files/Rewind_v06.pdf