So, it has been a couple of weeks since our first Design Notes, and where have we got to?
Charles has been running through 3.0 Playing the Game for the umpteenth time, with me trying to break everything with daft suggestions. The core of T&B has now been effectively welded to the colour and strangeness of IHMN, and we feel we are in sight of our goal with this section. Playability is our main aim, but we also want to include all the cool rules on waterborne and airborne combat that have evolved since 2013. Additional rules for mechanized walkers shall get added to the mix once we have finished that section of the Armoury.
The holy veto word KISS has been wielded dozens of times and we review and rewrite everything. This ship is not going to sail until we are absolutely sure it is right.
Work upon
5.0 The Armoury continues unabated. As well as including the best of the original books, new weapons are coming on board, and some of them are being fired in from comments on the blog and Facebook page. For example, considerable debate was had in the Ministry over the existence and power of sub-machine guns. Also which companies could wield them.
Armour is pretty much settled, but the various land, maritime and aerial transport types, and mechanized walkers, are still on the design bench.
We are looking to expand the weird science and are open to suggestions.
7.0 Talents is still being rewritten, especially as we are making sure we keep these in step with
8.0 Mystical Powers.
We have increased the number of powers, and divided them into minor and major categories. We are thinking that dabblers in the occult can use minor ones, and more dedicated occultists will be able to draw upon both. So there will be two talents to allow you access to these two levels. Debate continues over what to include and exclude.
As for
9.0 the Companies, there has been an overhaul of the points system to improve the balance of things (for those that like balance).
Companies that are close to final draft stage are:
the Black Dragon Tong,
the Crescent Moon (formerly the Ottoman Counter-intelligence Service),
Lady Helen Quatermain’s Airship Privateers, and
Lord Curr’s Incorrigibles.
Most have additional troop types and options, and their equipment, talents and powers have been brought in line with the updated rules.
It should be noted that many more companies shall be able to take a suitable mechanized walker or two.
One company that shall not be making an appearance in this book is the British Army. We felt that for the purpose of this game that the Prince of Wales Extraordinary Company represented them well enough. This does not mean that you cannot field your own British Army companies, and there shall be all the materials you could want to devise them. This includes a chapter containing guidance on how to create your own company from scratch.
After some discussion, we have decided to not include a lot of the material from IHMN Gothic. This is because IHMN2 will be focused primarily upon VSF not Gothic Horror. With some free addenda, we believe that people shall still be able to enjoy Gothic alongside IHMN2, just as they have with IHMN1.
So there you have it. Comments here, or on the Facebook page, are always welcomed.