C Changelog

v0.6.2

  • New:
    • Added list of consequences to inspire the GM (PbtA moves)
    • Started to define a GM section, which reached conclusions: see below
  • Changed:
    • Reduced in 1 the number of skills (also for expert)
    • Renamed wounds to Trauma
    • For weapons, separated tags table from weapons examples
    • Moved +/- 1d as advantage to Effect
    • Changed text on consequence to align the execution of pace and * crawl moves
    • Risky actions are also applied in time consuming actions
    • Adjusted to all copyrights used
  • Text and aesthetics:
    • Simplified text around saves
    • Several text improvements
  • Conclusions:
    • Reached a conclusion that the current framework of Terra is not fit for purpose.
    • v0.6x will continue to be maintained for the ongoing games, but development will be diverted to TerraOdd

v0.6.1c

  • New:
    • Implemented list of skills, and skill sub-system
    • Added character sheet in txt file
  • Changed:
    • Conditions / Ego recover are triggered by Panic events
    • Started aligning advancements with -WN for conversion of Hostile
    • Changed archetypes based on CWN/SWN, they influence skill groups
    • Either use skills or add an attribute
    • Starting to expand new approach to Challenges
    • Improved sub system for Effect and applied it to initial list of weapons
    • Advancements: Dodger to human unarmed
    • Simplified weapon tags
    • Extended the weapons list based on new tags
    • Reorganised Challenges chapter
    • Reviewed challenge disposition and implemented Challenge morale
  • Text and aesthetics:
    • Improvements on Taxonomy.

v0.6.0

  • Merged back changes implemented on Degenesis game.
  • New:
    • Design principles are made explicit in the appendix
    • Some examples are added
  • Changed:
    • Skills are renamed to Attributes
    • Attributes are renamed to Saves
    • New approach to wounds (more gritty)
    • New approach to Ego and Grit recovery
    • Improved list of Advancements
    • Expanded and improved Equipment
    • Modified approach to Effect (modifier of roll, instead of minimum)
  • Removed:
    • Simulations details
  • Text and aesthetics:
    • New level of headings to align with game forks

v0.5.3a

  • New:
    • Sayonara mechanic.
    • Magnitude table.
  • Changed:
    • No Malaise on a roll of 1.
    • Taking a wound avoids one instance of damage.
    • Rate of advancement changed from x2 to x3.
    • Challenge text reworked for clarity.
  • Text and aesthetics:
    • Improved text around Attributes and Saves.
    • Reorganised Wounds and Malaises in the same place.
    • Reference aesthetics in italic implemented for the remaining topics.
    • Reorganised Effect and Challenge headers.
    • Swapped section titles and text fonts.
  • Fixed changelog sync and publish.
  • Base version for Degenesis campaign.

v0.5.2

  • New:
    • Maximum in Skills is 10d.
  • Changed:
    • Specialist and Inept are now based on WuDu’s implementation for Skills.
    • Malaises (from Wounds) are improved.
    • Advancements do not increase Grit in 1, minimally.
    • Renamed weak and strong Effects to Reduced and Increased.
  • Removed:
    • Skill limits beyond 2d (only max Skill applies).
    • Montages.
  • Text and aesthetics
    • Skills points now refer to dice (beta)
    • Corrected name of attributes where it was still wrong.
    • Reference aesthetics in italic implemented for: Archetype, Risky Actions and Making a Game.

v0.5.1

  • Suggested that a cohesive group shall be created, before individual character creation.
  • Reduced number of Skills per Attribute to 2.
  • Implemented system for gathering experience.
  • Specialist and inept advancements are based on Cepheus skills.
  • Changed:
    • Changing code references to italic.
  • Minor:
    • Added link for new character sheet.
    • Improved general texts
  • Removed:
    • Since attributes are already simplified, removed the further simpler 3 attribute version.

v0.5.0

  • Major revisions on system:
    • Attribute and Skills approach is now leveraging the Forged in The Dark SRD.
    • Grit (and Wounds) have been revised, while reorganised text for Ego, maintained statistics for both.
    • Re-wrote Advancements and Conditions to match changes of Attributes, Skills, Grit.
    • Brought back the Precision and Effect trade-off in a single roll (from v0.3x), with an improved approach
    • Reviewed Advancement statistics and approach
  • New:
    • Character Sheet for download
    • Short Equipment section
    • Expanded the section for Making a Game
    • Wounds section
    • Copyright for FitD
  • Removed:
    • Removed simulations from published book (for now)
    • Copyright for Trophy
  • Text and aesthetics improvements:
    • Changed text font to match Character Sheet
    • Changed game concepts aesthetics to code.
    • Several text improvements due to changes required by system revision

v0.4.5

  • Re-worked the HP/Wounds sub-system
  • Made Skill list more specific
  • Added Advancements and Conditions
  • Simplified the level-up sub-system
  • Text improvements

v0.4.4

  • Added simulations to validate expected game mechanics statistics
  • Aligned Challenges Disposition based on simulation
  • Aligned HP and Ego based on simulation, and target compatibility with BLB
  • Changed how HP and Attribute loss works
  • Changed Attribute names
  • Renamed Chance rolls to Risky Actions rolls
  • New mechanic for gaining levels and improving skills
  • New mechanic for Challenge Montages
  • Added fortune die section
  • Moved images to local references
  • Text improvements:
    • Character creation summary
    • Attribute loss and skills
    • Effects, including complications

v0.4.3

  • Redefined Attributes and Skills values (kept statistics)
  • Several table aesthetics improvements
  • Expanded description of Challenges and Weapons
  • Simplified Advancement
  • Improved Chances text
  • Created this Changelog

v0.4.2

  • Finalised book aesthetics.
  • Aligned with target statistics (BLB).
  • Featured now generic content for Archetypes, Advancements and Conditions to replace their placeholders.
  • Polished text and fixes.
  • Added Make a Game section.

v0.4.1

  • Started improving book aesthetics.
  • Concept SRD might be complete.

v0.4.0

  • Selection of Success, Effect and counter in one single roll proven to be complicated at the table. Chance roll is now separated from Effect, dark dice consume Ego.
  • Changed Attribute names.
  • Play tested with Trophy Dark’s Throne of Forest Queen scenario.

v0.3x

  • Rolls converted from 2d6 + mod to xd6 dice pools. Choose one die for success and one die for Effect. Dark dice determine counter effect from Challenges.
  • Playtest with Kult’s Driver scenario, children and alone.
  • Needs further simplification for fast playing.

v0.2x

  • Simplified the challenge die to a target number. Game runs on d6s only.
  • Playtest with children and alone.
  • Maths and selection at table are still convoluted (and might work bad for Discord games).

v0.1x

  • First version, where 3d6 + mod are rolled with a challenge die (d4 to d20). Player choose 2d6 + mod for success, 1d6 for effect.
  • Playtest with children and alone and it felt convoluted.