This is the 2nd entry in my design diary for the design of PREQUEL, a one-shot tactical tabletop roleplaying game of heroic sacrifices. You can find the first entry here.
Now that I have an idea of the tone of PREQUEL, the next step is to determine how I want the Final Fight to work. For the most part, the Final Fight works like it does in HUNT. The biggest change is adding in the ability to identify and preserve the weaknesses. The addition of these mechanics also affects how Heroes, and their Powers and Abilities, are designed. This theme of weaknesses, and how they are exploited or hidden by both the Evil and Heroes will be a central theme in PREQUEL.
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