So posting here because i only have the pwyw version instead of the beacon edition but i have a couple of questions regarding LIGHT and other LUMEN RPGs you created:
- Is it possible to have a zoo game where for example two players play as Beacons w/ LIGHT whilst another two plays as Sparks using NOVA?
- How would you alter drops that would benefit characters from both LIGHT and NOVA whilst also linking together settings from both games?
It's possible, but requires a little work. LIGHT doesn't have drops like NOVA, which intentionally increases the difficulty. But you could definitely add them pretty easily. One thing you'll notice is how the Beacons will be rolling in combat more because they have guns, while Sparks wont roll a lot and just use powers.
It can be done, just need the table to discuss how to bridge those gaps!
hello! i've never played a game like this and i was wondering how to? is it like dnd? or more like a traditional videogame, or maybe a choose-your-own-story game?
Hey! Since I'm building a LUMEN game myself, I was wondering how some of the mechanics work.
1) Many tags such as "Spin Up" and "Vengeful" don't seem to specify the additional Harm they deal. Is it to be assumed that it increases by 1 Harm?
2) Tags such as "Charge," "Scoped," "Reload," and "Stationary" specify time being spent to gain an additional bonus. Is this flavor, or do players have to spend their action to achieve these effects?
3) The core mechanic differs between LUMEN and LIGHT: LUMEN has equal chances of a fail, mixed success, and success, while LIGHT has a failure on 1-3, mixed success on a 4-5, and success on a 6. Is this difference intended to serve a purpose? If not, which one works better?
Thanks for this fantastic framework, and I hope to use it for more games in the future!
1. The assumption is 1, but folks can make them especially powerful if they want.
2. They are mostly flavor. They just indicate that the PC should be doing a particular thing when describing their turn so that they act in a way that works with how the gun works. But no mechanical obligation!
3. Good eye! That difference is intentional, because LIGHT does not have a GM Turn. Since their is now GM Turn, the enemies need more opportunities to be reactive, and so LIGHT has success bands that cause a lot of enemy activity.
Glad you're enjoying it and looking forward to seeing what you come up with!
Thanks for the response! I think I'll use the LIGHT version, as I want the players to feel like their choices and execution are driving the combat forwards. I want things such as elemental effects to be mostly flavor and allow the players to do neat things and think outside the box. This system is PERFECT for the kind of "that seems reasonable" mentality I have about TTRPGs. I hope people like my weird and (hopefully) wonderful games!
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So posting here because i only have the pwyw version instead of the beacon edition but i have a couple of questions regarding LIGHT and other LUMEN RPGs you created:
- Is it possible to have a zoo game where for example two players play as Beacons w/ LIGHT whilst another two plays as Sparks using NOVA?
- How would you alter drops that would benefit characters from both LIGHT and NOVA whilst also linking together settings from both games?
It's possible, but requires a little work. LIGHT doesn't have drops like NOVA, which intentionally increases the difficulty. But you could definitely add them pretty easily. One thing you'll notice is how the Beacons will be rolling in combat more because they have guns, while Sparks wont roll a lot and just use powers.
It can be done, just need the table to discuss how to bridge those gaps!
hello! i've never played a game like this and i was wondering how to? is it like dnd? or more like a traditional videogame, or maybe a choose-your-own-story game?
It's a tabletop RPG. So yeah, similar concept as D&D, but with a very different rule system.
You and your friends tell a story about your characters, roll dice at key moments, and see where the game takes you.
Hey! Since I'm building a LUMEN game myself, I was wondering how some of the mechanics work.
1) Many tags such as "Spin Up" and "Vengeful" don't seem to specify the additional Harm they deal. Is it to be assumed that it increases by 1 Harm?
2) Tags such as "Charge," "Scoped," "Reload," and "Stationary" specify time being spent to gain an additional bonus. Is this flavor, or do players have to spend their action to achieve these effects?
3) The core mechanic differs between LUMEN and LIGHT: LUMEN has equal chances of a fail, mixed success, and success, while LIGHT has a failure on 1-3, mixed success on a 4-5, and success on a 6. Is this difference intended to serve a purpose? If not, which one works better?
Thanks for this fantastic framework, and I hope to use it for more games in the future!
Hi there!
1. The assumption is 1, but folks can make them especially powerful if they want.
2. They are mostly flavor. They just indicate that the PC should be doing a particular thing when describing their turn so that they act in a way that works with how the gun works. But no mechanical obligation!
3. Good eye! That difference is intentional, because LIGHT does not have a GM Turn. Since their is now GM Turn, the enemies need more opportunities to be reactive, and so LIGHT has success bands that cause a lot of enemy activity.
Glad you're enjoying it and looking forward to seeing what you come up with!
Thanks for the response! I think I'll use the LIGHT version, as I want the players to feel like their choices and execution are driving the combat forwards. I want things such as elemental effects to be mostly flavor and allow the players to do neat things and think outside the box. This system is PERFECT for the kind of "that seems reasonable" mentality I have about TTRPGs. I hope people like my weird and (hopefully) wonderful games!
Hey there!
What's the "cast" box on the character sheets
Hi!
That's a spot for the characters if you have one of the Season Passes (Spark) which introduces a new power Beacons get called a Cast!