So, will there be options for playing as the monster going up against the army of redshirts? Or, the options to play as a party of cultists, Deep Ones, or Fae Soldiers (well, the cannon fodder of those factions)? What about people like different play style
The initial release will only support playing as ordinary humans fighting against horrifying monsters (and other humans), but Death or Glory is easily, easily convertible. I could probably switch the party to be Fae Soldiers or cultists in a weekend—all I’d need would be 5-10 different types of ‘Squads’ the players could play as (I dunno, Changeling Slaves, Fae Warriors, Wild Hunters, that kinda thing) and a dozen or so specializations to differentiate the players from each other (like Sidhe Knight, Sidhe Lord/Lady, some kind of ranged and melee specialist, and a couple of ‘dud’ specializations (drummer?) to encourage suicidal charges). Cultists would be similarly easy.
Playing as giant monsters competing to destroy enemies, King of Tokyo-style, would be a little trickier, but not impossible. I’d probably remove squad types altogether, and instead of specializations you’d roll for what kind of monster you’d play as off the Wandering Monster charts (I’d need a few more to keep things interesting—there are only six or so Wandering Monsters right now, and three of them are just bigger versions of each other in the form of Ogres, Giants, and Titans), with a bad roll giving you something lame like a giant spider or an ogre, and a high roll giving you something wicked like a hydra or dragon.
I’d either remove Redshirts or only give them to characters playing as the lamer monsters (the guy playing as the spider gets 1d4 extra spiders to control, while the dragon only has herself). Competing for kills is already built into the system in the form of Prestige Points, so that’s easy enough. Some of the Mission Types don’t make a heck of a lot of sense for monsters without some tweaks (maybe instead of defending a fort full of refugees, you’re defending a dungeon or lurking in a ruin?).
Currently, almost anything combat-related is possible, even at very large scale (not quite Warhammer-sized battles, but having over fifty characters/monsters on the board is possible without significant slowdown as long as many of them are similar). I spent a lot of work in making a robust combat engine that can handle quite a wide and weird array of scenarios.
As for other types of playstyles, there’s much less support. I don’t even have proper stealth rules, yet, much less diplomacy. There are a couple of pre-scripted diplomatic/noncombat encounters with other actors in the random mission generator, but there’s a lot of GM fiat/randomness in how they’re resolved. That’s definitely an area that needs work, but it’s complicated by my desire to keep character gen very simple. I don’t want to have a huge array of skills and things to keep track of, so I’d need a pretty elegant solution. Characters have a Command Bonus, which is the general bravery and intelligence bonus used in a wide array of situations that goes up with rank, and I could use that as the generic “conversation” skill as well (roll Command 5+ to convince the cultists not to sacrifice you to their demon prince, for example). Stealth and surprise are still an open question.
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