I’ve worked on stuff in the TTRPG space before. Games, adventures, rules, layout, development, and doing all that would make one believe they have a pretty firm grasp on what should be included in an RPG book. It’s not like it’s my first time. Boy did I forget a bunch of stuff, including the character sheet. Luckily that’s fixed today and now you can try the third iteration of the Streets of Avalon character sheet included with this post.

I also don’t have a group roll, rules for magic items which are less important to this game but should still be included, and I need to make more adversaries. At least this week I have the group roll rule and the V03 character sheet.

I’m also starting my next Streets of Avalon Playtest game. It’s called The Whisper Killings. It’s what I hope to be the first part of my level 1-10 Streets of Avalon campaign that I’ll release with the full game. I went to the book for the Session 0 information and decided it wasn’t good enough. So back to the drawing board. I wrote up a bullet-pointed session 0 work sheet, ran my session 0, and took a bunch of notes about the group’s stuff for the campaign and also what worked for this session 0. This week I’ll start rewriting the Session 0 section of the book and then I’ll find other people to try it again with.

I also learned the Armor rules are messed up during my session 0. This is why I playtest stuff and ask folks to be thoughtful and willing to tell me what doesn’t make sense to them. It’s pretty humbling but also valuable. Now it’s time to iterate on these ideas and see if I can’t get them to make more sense while also still being playable and appropriate to the game and setting.

The Group Roll

If you have a group action where everyone’s action can impact the outcome use the following procedure:

  • To get a hit the group must have a number of hits equal to half the characters involved, rounded up.

  • Go from PC to PC asking them how they’re going to act in the situation.

  • Decide how any other involved NPCs are going to act.

  • Set the general TN, feel free to adjust based on difficulty of approach, and disadvantages involved.

  • Have them make their rolls.

  • Every hit counts as 1 towards succeeding. A critical success counts as 2 hits. A critical failure subtracts 1 hit.

  • Determine if the group got a hit or miss and apply the hit/miss procedure to the group, using the context of the situation to narrate a hit or to choose an option that makes the most sense on a miss.