We’re now entering the third month of the Forthright Open Roleplay Early Access, and we’ve got a lighter round of changes this month compared to last month. While we continue to tweak the language throughout the book for accessibility, we’re also examining rules that are pointed out to us as being just not engaging enough, or places where the terminology just doesn’t fit a common fiction.
Sharpshooter and Sniper fell into that latter category. For one thing, we’ve encountered several folks who, due to the similarity of the S-names and what they mean, had difficulty keeping the functions of the two roles straight. As a result, we’ve renamed them to Deadshot and Sharpshooter, respectively, to reflect the fast-and-accurate nature of the former and the long-range nature of the latter. “Sniper” also led players to believe that the Fighting Style would have some kind of “instant kill” mechanic, which we want to avoid in Forthright (because how much fun would that be when used against the players?).
Sharpshooter also got a shiny new One-Star Talent: Grassy Knoll. Sharpshooters, when they are behind cover or when no enemies are within Close range, consider all Fight Check Exchanges as Wins. This is effectively a +30% boost to their accuracy, and generally promotes the playstyle we’re looking for in the Sharpshooter better than Aimed Shot did.
Athlete got a shiny new Three-Star Talent: Paragon. Free-Running, the old Talent, didn’t feel special to some players and over time, we realized that we’d streamlined the movement rules to such an extent that pretty much everyone can free-run if they want to. That made the old Three-Star Talent redundant, so now Athletes are stronger, faster and less easily fatigued than other characters.
The last major change that made it into v0.04 is the removal of the Building New Specialties section. While that was an interesting option to present to players and Guides, it was not very effective at communicating the nuance (and difficulty!) of creating interesting new Specialties. We foresaw it also leading to problems such as the creation of, for example, a “Pirate” Fighting Style when our goal with Forthright is to get players to think about the different fighting, talking and skill components that comprise the role of a pirate (or any other role!).
We’re continuously working to make Forthright Open Roleplay the best game we can, leading up to our planned publication of the final ruleset in Q4 of this year. If you see something that you don’t like or don’t understand, or need clarification on, or would like to see more of (or less of): let us know! We’re tweaking the rules now so we (and you!) don’t have to worry about errata later.
Thanks for reading, and we look forward to hearing from you!