Son of Oak is venturing into new frontiers! After the success of City of Mist, the studio is coming out with two new games: the soon-to-be-released mythic cyberpunk :Otherscape and the rustic fantasy Legend in the Mist, coming to Kickstarter this February. One is science fiction and the other is sword and sorcery. But there’s one thing that ties these two disparate games together, and that is a brand new game engine!
Legend in the Mist Kickstarter Preview Page: https://www.kickstarter.com/projects/sonofoak/legend-in-the-mist-rpg
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City of Mist is a cinematic tabletop roleplaying game about ordinary people with the powers of myths, legends, and fairy-tales, searching for the truth in a mystery-shrouded metropolis. Explore the city today at cityofmist.co
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39 comments
As loath as I am to fork out for a revamp of a game that already works well, I'm kinda hoping Son of Oak relaunch City of Mist under this new engine. I've been running Otherscape for the last couple of weeks, and my group loves it.
Did a name get decided upon yet?
Sounds fun, although I am going to wait for Legend in the Mist.
What Fate could have been
:+kD
I cannot WAIT to play Otherscape!!! And now that I hear these revamped rules I'm even more excited! ❤😁🤘
I'm conflicted. I feel like the simplicity is great especially because you may not have to worry about which move is being invoked, which can be a tricky issue for a number of reasons. The cost, however, is that the move specific roll results were very helpful in guiding the action, especially in terms of consequences (of both the move and the failures / partial successes.)
how freakin cool does this otherscape character sheet look ? 6:00
Powered by the mist
Спасибо большое за вашу потрясающую систему. Она гениальна!
Can we please stop calling game RULES a game engine. These are not the same thing.
PLS BRING IT TO BRAZIL!!!! 😭😭😭😭😭😭
Honestly, I love it! This has gotten me excited, and helped me get past my writers block for a game system I’m trying to design. It’s a spell-crafting system where you use a base spell and add an attribute you know of. This allows you to create spells on the fly, while still making each character unique in their spellcraft
Looking forward to checking it out!
Have you guys considered that power being bonus to hit and amount of effect is too swingy to balance around?
What if you still added power to the success role, but the degree of success = number of effects/consequences?
6 or lower = 3 consequences.
7-9= 2 effect, 2 consequence
9+ = 3 effect, no consequence.
(Nat 12 would be +1 effect, nat 2 would be +1 consequence)
You could balance enemies/threats so they aren't so swingy this way, and keep players from bulldozing with a +5 to hit with a tier 5 status.
Will you redo the old City of Mist to the new Mist Engine?
CoM is based on FATE and PbtA, but this sounds like making it even more FATE… Why? I like the moves & would have rather seen a simplification of all that Juice/ Story Tags etc. stuff… That's too complicated & would have been an useful improvement… Nevertheless, great game, Son of oak.👍
Feels a lot closer to BitD now
Me and my group just started character creation for a city of mist campaign. They love it, but they are not sold on the rules yet. To be honest, me neither. The moves feel a bit more complicated than useful. However, I really like what I'm hearing here. I think probably even if we don't get a conversion pdf, I will do the conversion myself.
Moves are great for games that are not as open as CoM can be. This is great news across the board and I incredibly excited for Otherscape and Lengend.
Super Unpopular opinion, but I'm really not a fan of reminders about the new Kickstarter when this one literally isn't even finished yet. As in, the game system itself, not just the book, is still being worked on.
Especially if the new one is going to be using the same framework as otherscape. Just seems super weird to me
Absolutely eager to test it out!
In my experience (as a veteran PbtA/FitD fan, as well as an MC of two campaigns of CoM) City of Mist definitely was held back by the amount and complexity of its moves, despite having already a bunch of moving parts with tags and statuses. The game wanted to be leaner, but wasn't very elegant all things considered. Streamlining the engine might be a good direction for your games to go.
I’m excited to play! I’m curious about how combat is gonna be tracked like: classes, ancestries, backgrounds, feats, etc
You guys may not be planning on releasing an update yet, but I imagine my group would be more than happy to implement these changes!
When it comes to spending Power to buy effects, is that based on the Power you have before it's adjusted by negative tags or is it based on net Power (after incorporating tags?) If your net Power is 0 or lower, how would you buy effects on a successful action roll?
I got the whole City of Mist set with the KS for Otherscape, but have not dug in yet as we primarily play D&D 5e. But these videos get me hyped. Please continue to make these as I think they are really helpful as I start to dive into the text.
I wonder if you can mix and match what you spend the power points on after you roll. I guess it's based on the tags, right? If you have a way to deal damage but also learn more in one roll, could you do it?
TLDR, do you just pick one effect or can you mix and match what you spend power on?
This sounds like beeing very close to Vagabonds of Dyfed… just more heroic and less dark
I see that the 2023 trend of changing a couple of things from existing game engines and caliing it a "brand new" engine will continue in 2024.
With all due respect, one of the weakest point of CoM mechanics was, that PCs don't have special moves like in almost every PbtA games, so the development of the character and Its individuality were flat (or even no exist). During longer campaign, it was a struggle to repeat the same general moves hundred times, when difference between the players' were often tag semantic and one general improvement. And with such a mechanics as presented here (without any moves at all with individual outcome) we're heading toward game engine: "Describe what you do and throw a dice, if it's less than 7 it's not good, but more than 7 it's good" – and that's all. Seems a not very good decision for me, but I would like to see this in a full version.
Definitely a blend of Fate and PbtA. I'm all for it. 😊
I figured you'd call the engine "powered by the mist"
I love how SoO step by step to approximate to my vision of them game system :)))
City of Mist have many abstract concepts. Here sounds even more like this.
I am wondering if the legends of mist will be very non-crunchy.
Two things.
Some tags are clearly stronger than others and as such should bear ratings. For example, Herculean Strength is probably worth more than Strong as an Ox, and a Small Handgun is unlikely to be as difficult to hide as an Assault Rifle. And so, do consider adding a number to extraordinarily strong tags.
The other thing, I really love the dynamic of "do reasearch – earn a question". Please make sure that being able to ask questions is not limited to extraordinary feats.
Changing moves to become tags is a great improvement.
Wow! Nice! I'm also looking for this new engine, and maybe I will try use this engine for CoM (or other game) – it will be much easier to play. But I'm not sure that all CoM should have cutout the moves. If I play only from time to time that easier version is better but if you want game with more structure the original is the winner.
However, I'm looking forward next news about new engine 😁
As someone entirely new to the CoM mechanic, I see absolutely no change. It's still "one roll" (2d6), like it was before. You still add and subtract tags for power/penalty, like you did before. Your thresholds for success and failure are still the exact same as they were before.
The only difference I see is that it's now harder for a new player to understand what they can and cannot do, and what the consequences of failing (or even succeeding) are, because you've done away with established moves. Except you haven't; they've just been rebranded "Effects", but are now less clearly defined and more confusing to understand for a new player.
So what exactly is the beneficial change..? Like, I'm obviously missing something, but can someone explain what it is?
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