Proposals Updated (2024-01-17)


I’ve been focusing on Dark Age of course, which is based on GIST, but variants and removed systems from the development of Dark Age go into GIST for posterity and potential future use.

Around 600 changes this time, including:

  • Moved death mechanics mentions throughout into their own proposal (094)
  • Added a variety of new variant death mechanics to cover different moods and themes (094)
  • Added Vitals proposal to group together Health and Sanity, like Dark Age does (105)
  • Moved gauges count-by-fives variant rule to the new Vitals (105) section
  • Fleshed out the Defence (004) proposal, added different types of defence systems, guidelines for creating armor based on Dark Age’s armor rules
  • Added sapience rules
  • Added temporal rarity
  • Explained movement range for living creatures and discussion on carry capacity, both based on real-world creatures, with references to horses, camels, and elephants
  • Greatly expanded the Cover (023) section, including light levels
  • Included a partial fear system that was removed from an earlier draft of Dark Age
  • Added some new ideas to the zone combat proposal
  • Included an earlier version of Dark Age’s difficulty/threshold table based on GIST v1
  • Detail calculation for accurate March Ranges, if needed
  • Collected some old ideas for alternative dice mechanics into their own proposal (104)
  • Added a cheat sheets section for guidelines on what things might be useful to save players time and mental bandwidth (106)

I’m also liking, more and more, the proposal system, and I’m thinking that it will itself eventually become the bulk of what the GIST toolkit becomes - with ideas and guidelines and example rules for each section.

Files

2025-01-17 GIST Proposals.pdf

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