Version .50 out now!


Hey everyone! Hope everyone is enjoying their holidays! I bring you a new update and some insight on where this project is heading in these coming months! A whole bunch of things were added and tweaked, but these are the big four changes/additions. 

1) For starters, we have finally added rules for a proper long term campaign! As mentioned in the previous devlog, the game is structured around Seasons. Each Season is divided into three stages

First stage is the Journey Roll.  You build a dice pool and how well you roll will determine how desperate things are when the action starts. If you've ever played a Forged in the Dark game, this concept will seem very familiar to you. 

Second stage is Escaping the Region. A Region is where the action of the Season takes place. A Region can be anything from a city, suburbs, a mall, university, casino and resort, anything! To get out of the Region, the Survivors need to survive and get through the Obstacle that is keeping them from just walking out of here. The obstacle can be as straightforward as  "get out of here while evading the violent faction that rules this place" or as complex as "a beloved camp member has gone missing during the skirmish! We need to rescue them and get out of here!" 

Final stage is a Moment of Silence. This gives the players to relax for a bit, check up on camp members, discuss recent events, or take care of some personal business. 

A full campaign consists of four seasons, with each season ideally taking 2-3 sessions to complete. 


2) Next big update is that the Doomsday Prepper got a full overhaul! Instead of being a weird mish mash of abilities and ideas, the Doomsday Prepper is fully focused and revolves around their uncanny ability to be prepared for what comes their way. They can suddenly declare they have a much needed piece of gear, can reveal they were prepared for an attack, change the result of a dice roll, and so much more. I am very happy with how they turned out. 

Speaking of Archetypes, I am no longer planning on adding new Archetypes. The full version of the game will only have these 7 archetypes. As you may know, I dabbled with the idea of making a class that revolves around cults. When creating the class, they really stuck out and even though it was cool, it felt out of place in Road to Hope


3) We added Requiem Abilities. These are the equivalent of Zenith Abilities from Heart or High Abilities from Spire. Requiem Abilities allows a character to sacrifice themselves in exchange for a powerful boon for the rest of the group. 


4) And finally, THE GAME FINALLY HAS A PROPER ADVANCEMENT SYSTEM. Advancements are divided into Minor, Major, and Requiem. To unlock a Minor advance, you need to give someone hope for a better tomorrow. What this exactly means is up to the group, but it should be something meaningful. This can include giving someone hope that someone can find their family, give someone hope that they will finally leave a prison, or giving someone hope that they can move one from their past. To unlock a Major advance, you need to survive a Season. To unlock a Requiem ability, you need to use a Major advance to do so. There is an exception to this: if you make it to the final Season and still haven't unlocked your Requiem Ability, you automatically unlock it. 


One last thing: I am going to run a full Road to Hope campaign starting in January of 2023. If you are interested, please contact me . 


Thank you all for your support, please stay tuned for future updates and I hope you enjoy ver. .50 of Road to Hope!

Files

Road to Hope (Ver .50).pdf 409 kB
Dec 13, 2022

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