It's finally here! My long journey to create viable solo rules for the Arcadia CCG is finally complete. Well, they are mostly complete. There's still are few areas that need to be finished up. You can find the new rules by following the Arcadia link in the sidebar, which takes you to a shared Google folder where I have placed all my Arcadia content. You want the MS Word file (docx file) titled "Legend_of_Arcadia_Revised_Rules_v2". If you download it, it will preserve the MS Word file format. If you double click on it, it should open in Google Docs, which is helpful for those who don't have MS Word. I did not make a PDF version because there is a blacked out section at the end called "Revealed Secrets" that can't be un-highlighted in a PDF. If there is demand for a PDF version, I can move the Revealed Secrets section to a separate document for only the PDF version. For ease of navigation, here is the link to the actual rules document (which will open directly in Google Docs):
REMAINING WORK
As I mentioned above, the rules are mostly complete. Here's what I'm still working on...
- Playtesting. I had done some initial playtesting and was having fun playing the new rules. But after re-reading this post over at the In Arcadia blog by darkyeoman, I had an inspiration for a new mechanic, and once I added that, it invalidated my previous playtesting. I'll be doing some new playtesting shortly while posting the results here; in the meantime, if you decide to give these rules a go, please leave me some feedback on how it went, either here in the comments, or reaching out to me through the "Contact Me" gadget in the sidebar. I certainly need to have these rules tested with different deck builds.
- A deep dive into the new rules. Why certain mechanics were chosen, strategies to pursue and how decisions affect outcomes, a short section on probabilities and why certain story elements were chosen.
- King Ironheart's Madness Quest path and guidance. This is the next major piece I will be working on. TWH is done and ready to be tested, and I have a Quest path set for KIM, but I need to evaluate each Quest and incorporate my solo mechanics into them, as well as figuring out which cards are incompatible with my solo rules.
- Carrying over progress from TWH to KIM. This is the biggest looming hurdle. Does the character you've built up in TWH become too powerful for KIM? Sure, you can adjust the Waylay value for each Quest, but if the Waylays are too easy, you're just increasing the amount of boring play. I don't know the answer to this question yet, and it's possible it will affect the rules I've established...I might need to restrict the Merit cardpool to TWH instead of allowing KIM, when starting play in the TWH. Or other changes could be necessary.
- Incorporating King Ardlanth's Fate (KAF). Figuring out a way to incorporate my forthcoming expansion into these rules. But that's still a ways off for now.
These rules are still a work in progress, but I wanted to get this released because a) it's been way too long and b) feedback from the community is valuable. I hope you enjoy this, it was a lot of work - the rules are 19 pages long, even without the KIM material - but it is rewarding to see the project take off. Cheers!
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