The Regiment: Colonial Marines 2.5

Saturday, February 09, 2013

The version 2.5 playtest kit for The Regiment: Colonial Marines is ready.



GOALS FOR 2.5

A slightly simpler game: I reduced the overall number of moves as well as removing some exceptional cases so it’s easier to remember and apply rules.

Fictional results for stress and wounds: In previous versions, it was easy to gloss over the effects of stress and wounds, falling back on shorthand: “Take 2 wounds.” I wanted each box of damage to have a specific effect to cue a result in the fiction.

More difficult choices: Tough choices are always fun. I revised the old push yourself move into something more interesting (I hope): Keep it together. The engagement move now accounts for details of the specific situation, including morale elements, so choices of fictional positioning have a bigger impact when making that move.

CHANGELOG

New volume of fire table: There are now 5 VOFs: Incidental, Scattered, Direct, Focused, and Concentrated.

New stress system: Each time you take stress, you choose how your solider will react to it: Flight, Fight, or Shock.

New wounds system: Wounds have locations now, and critical wounds take you out of action. There’s a critical move that determines how badly you’re injured, so there’s more uncertainty (you can’t count on a 2d pistol to not kill you).

New and revised moves: Assault now includes covering fire. Push yourself has been revised into keep it together. Help has been revised into aid. Hit the deck no longer requires a roll. New critical move. Rally is now a Sergeant move.

New and revised playbook moves: Changes to each playbook! Give them a close look. Also check out when you mark xp (upper right corner of playbooks).



Thanks for checking it out! If you give it a try, let me know here, on G+, or at the Regiment forum. As always, I'm happy to answer questions.

Labels: , , ,

The Regiment: Colonial Marines

Friday, January 11, 2013

This is what we're playing right now: The Regiment, set in the universe of the Aliens film franchise. We're Colonial Marines, trying to quell a rebellion on a distant world, but something horrible has escaped from one of the research facilities! Wonder what it could be...


Grab the PDF for new playbooks, weapons, vehicles, and a starter mission by Ryan Dunleavy.

We're also trying out a few new rules, including death moves and a "cinematic death" option (like debilities in Apocalypse World). Like all playtest stuff for The Regiment, this is a very bare-bones kit. You'll need familiarity with Apocalypse World and the Aliens universe to use it.

If you give it a try, or have any questions, head over to the Regiment forums and let us know.

Labels: , , ,

The Regiment Alpha 2.1 Playtest Kit

Sunday, November 11, 2012

I made a few tweaks to The Regiment for BurningCon 2012. They were a big hit, so now you get to try them out, too.



Changes:
- New "Medic!" move that's all about the hard choices.
- New "Lead the way" move for the Sergeant that is super-badass, and gives the SGT a reason to put all those eggs in one basket.
- Operator only gets one additional move to start, not two.
- "Are you crazy?" move rolled into new move, "Combat action."
- "End of session checklist" move added.
- Advice callout box added to GM2, about not getting bogged down in planning.
- Regimental and Unit order of battle sheet added.

Labels: , , ,

The Regiment: Alpha 2.0 playtest

Sunday, August 26, 2012

The alpha 2.0 playtest kit for The Regiment is here.


Changes from alpha 1.0:
- Single-sided, 8.5x11 playbooks. A bit simpler now and ultra-compact!
- Revised and standardized advancement across all playbooks.
- Added new modern era special forces Operator playbook.
- Completely revised moves, both in the playbooks and in the basic set.
- Revised weapon ranges and damage.
- New battle plan mechanic, similar to workspace from AW.
- New unit maneuvers mechanic, to gracefully handle off-screen and NPC actions.

Coming soon, but not done yet:
- The new Unit creation sheet. You can use the old one for now, and use "profile" for "operational effectiveness" in 2.0.

Go ahead and grab it, give it a try, and let us know what you think over on The Regiment forum.

Thanks to all the alpha 1.0 playtesters and fans for your help and support.

Labels: , , ,

The Regiment Alpha Playtest Kit

Monday, March 05, 2012

Here's the alpha playtest kit for THE REGIMENT, an Apocalypse World hack about soldiers at war.
Should you try this out? You're a good candidate if you 1) Have played Apocalypse World and know it well, 2) Are a fan of war movies, 3) Can playtest a game from bare-bones components. If you're not all three of those, then I don't know. Maybe it's not the thing for you yet.

http://www.onesevendesign.com/regiment/the_regiment_alpha_1_0.pdf

There's a Regiment forum over on the Apocalypse World boards. Please discuss the game over there.

Thanks!

Labels: , , ,

The Regiment: Elements

Thursday, May 05, 2011

Paul and I are still working hard on THE REGIMENT. We had planned on a Q1 release originally, but have since decided to take more time with it and do another round of playtesting instead. Here's another teaser PDF for you in the mean time.



FAQ answer: It's an Apocalypse World add-on, not a stand alone game. You might think of it as a specific kind of apocalypse (one in which WWII never ended, and has consumed the globe) with new playbooks and moves to suit. Sort of like an AW playset, in a way.

(UPDATE: There was a typo and one of the moves needed tweaking, so I uploaded a new version of the PDF.)

Labels: , ,

The Regiment: SOLDIER

Wednesday, December 15, 2010

The Regiment is an Apocalypse World hack about soldiers at war by Paul Riddle and me. Here's a little teaser: the Soldier tri-fold playbook PDF.



More to come! We're planning on a Q1 PDF release (for sale) next year.

Labels:

War...

Monday, August 30, 2010

Teasing a thing Paul and I are working on...
When you bond with a fellow soldier, tell them to increase their bond score with you by +1. If this raises the bond to +4, they reset to +1 and mark experience.

When you see a fellow soldier suffer harm past 9:00, roll+bond. On a 10+, you rush to help them right now, no matter what. On a 7-9, you’re badly shaken. If you do anything but rush to their aid, you’re acting under fire. On a miss, you’re in control. If you rush to help them anyway, mark xp.

When you assist another soldier, roll+bond. On a hit, you help them. They take +1 forward. On a 7-9, you also expose yourself to danger, fire, retribution, or cost.


Like I don't have enough stuff simmering around here.

Labels: , ,