Reflection and Updates


After playing Erebus with a group, we learned a few things. Firstly, there was a lot of things that we left unexplained and needed clarification, as well as some better directional help. So, a list was made to address these issues.

1.      One of the first things we noticed is that stats should be predetermined per class, to make sense to the narrative of the character. This was addressed by giving each class its respective points that aligned with their class role, i.e. the Gladiator role would have more points in brute strength, the Ninja mire in Stealth, and the Sage mire points in Tactical. The GM is able to still give out points and the players are free to put them into any category they wish, but they start off with set stats.

2.     The next topic was how situations were addressed. If there was an obstacle that the players had to overcome, it made it more enjoyable to have each player take a turn on how they would approach it. If the Gladiator decided to smash through a door during the first obstacle, it was up to the Ninja to come up with the next solution for the next encounter, and so on.

3.     At one point there ensued a battle. That is where the idea to split up came up. It was decided that to split up the team would not only go against how a mission would go in Destiny, but it would create more problems story-wise for the GM, as they would have to jump back and forth between the player's ad what they would be doing. It was better for the narrative to keep everyone together ad so this was added to the rules.

4.     It was also missed what the rolls of a d6 for battles would do. It had to be made clear that during a battle, you would role your respective attribute, and that would tie into how you attack with a weapon if the attack would land or not and its outcomes clearly defined.

5.     Powers also needed an update. The range of powers needed to be put into place so as to determine where the attacks were actually landing.

6.     Battles were changed so that you cannot run from a fight, but instead all enemies must be defeated before you are able to move on.

7.     Mission objectives were not clear enough either. At the begging of a new mission or contract, the GM must clearly state what the conditions for a successful mission are for it to be considered cleared. For example, if the only objective was to retrieve an item and the mission ends there, or do you need to escape the facility with the item.

8.     The enemy types were too few, so it was decided that the GM as the freedom to change them up and give them new moves, weapons, and powers as long as it fits the narrative. The enemies described in the rules are changed so that they are more like guidelines to follow as the most basic enemy, but the GM can mix and match weapons, health, and abilities or make them up completely new ones as long as they make sense.

9.     Bosses were never discussed in the rules, so they were added as a new type of enemy. The catch is there are no set rules for them, they are completely up to the GM how they want to create them, how strong, and what abilities they might have. They can be introduced at the beginning of a mission or as a surprise during a mission.

These were the changes that were discussed and added to the rules of the game that we find made it more enjoyable to play, as well as giving it a little more freedom for creativity with some proper guidelines.

Files

EREBUS Spreads old.pdf 2.6 MB
Mar 09, 2022
EREBUS Pages old.pdf 2.8 MB
Mar 09, 2022

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