Vergence 0.14b released


With every  update, I think the next one will be light because there’s not that much more to do. Then it turns out there is still plenty to do. 

With more playtesting going on, we’re able to see how Vergence runs for different groups (including being able to watch an actual play on Youtube that we are not affiliated with, so no one already familiar with the game is there to explain it to them). Thanks, Gauntlet folks and playtesters on our Discord server! It’s been invaluable for further development. So we’ve been busy with updates. 

  • Icons! Added icons (bloodlines, Vergences, playsheets, Anchors) to relevant places in the game book, playsheets, maps, and handouts to make the game more visually interesting and glanceable. 
  • Added more art.
  • Player feedback noted that having both scale and scope as game parameters was confusing. So we got rid of scale, rolling it into scope. All relevant parametric references now refer to scope. 
  • Watching how the resistance mechanic played, with a 1–3 scale of cost, it became apparent that it was fine, but very routine. No one found resistance rolls very interesting or exciting. So we playtested a 4-2-0 scale to replace the 3-2-1 scale. That seems to get players more engaged with resistance (without it being too swingy), so we made that change. 
  • Increased the number of available bloodline contacts within each bloodline from 7 to 8.
  • Changed default action dots for the Aeronaut, Beast Rider, Conqueror, and Explorer to better fit how they tend to play.
  • Now that there has been quite a bit of playtesting, it was time to rebalance, clarify, and rewrite special abilities.  This is a big project, since 12 playsheets with 9 abilities each means 108 total (and they are more expansive than those in most Forged in the Dark games). But it’s important, since a lot of Vergence gameplay revolves around creative use of special abilities. Some were too strong, some not that useful, some uninspiring, and some redundant with others in the same bloodline. Changes were made to special abilities for the Adept, Explorer, Heir, Aeronaut, Stormcaster, Oracle, and Trickster. 
  • Moved several rules sections (Teamwork, Conflict Between PCs, and Advancement and Change) to the Basics chapter from later in the book to minimize how many rules are scattered through the book.
  • The advancement system was kind of confusing and clunky. So it's been simplified. That meant having to change all the challenge playsheets (both printed and online). 
  • Adjusted, rebalanced, and clarified  some upgrades for various challenges.
  • Healing was another mechanic that was fine, but boring. So it’s been changed so the default procedure doesn’t require a roll and reduces all harm by one level  (still not exciting, but handled quickly and never frustrating). Adjusted alliance upgrades to fit with this change.
  • Expanded information on setting up the Pursuit challenge. 
  • Added more NPC and faction information regarding the Maelstrom. 
  • Greatly expanded information and plot hook ideas for anchors.
  • Added info on ordinary life in each Vergence.
  • Added a page of rumors to the People and Places chapter.
  • Redesigned printable character sheets to make them easier to read and use.
  • Added a summary list of Leaders, Factions, and Anchors to handouts. 

That’s a lot. We’ll see whether the next update turns out to be quite so full.

Files

Vergence 0.14b.pdf 28 MB
Nov 18, 2021
Vergence handouts 0.14b.pdf 3 MB
Nov 18, 2021
Vergence playsheets 0.14b.pdf 2 MB
Nov 18, 2021

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