Hi Ash,

Hope you're well! :) Being drawn to your mystical dice math... I was bored and wanted to know how effective each element was across all actions. So, I made myself a little table of their effectiveness for each action and also their overall effectiveness. (Also... included the average likelihood each action is to succeed overall... cause I guess I find crunching numbers relaxing?)

STRIKE BUILD AVOID OBSERVE TEND AVG SUCCESS
FIRE 75% 25% 25% 50% 25% 40%
EARTH 50% 50% 50% 33.3% 50% 46.6%
AIR 37.5% 37.5% 62.5% 50% 37.5% 45%
SELF 41.6% 41.6% 50% 75% 58.3% 53.3%
WATER 30% 35% 30% 40% 75% 42%
AVG 46.8% 37.8% 43.5% 49.6% 49.2% -

Currently, Self is pretty sweet at 53.3% and Fire sits at 40% overall successfulness. I figure you've probably thought about all this already and I totally appreciate that you might prefer some elements to be more effective than others for flavour! I wanted to put forward for your consideration... whether there might be room for more parity across the elements' overall effectiveness (if you think that's worth exploring)? I can see the counter being that.. if you want to be good at Striking, for example, you can take more Fire - it just means you're not quite effective overall at much else as the trade-off.

Anyway, if none of this is useful to you, awesome. If it is, also awesome! I've enjoyed reading through this game - and watching the first episode of the series on your channel! You've set an awesome tone throughout the rules and I think I'd like to give it a whirl, if I can manage to organize my friends.

All the very best!
Joel

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Hi lovely people!

Today's update is a relatively small one but improves a couple of things we've noticed from playtests both online and at PAX Aus, mainly focused on shorter one shot games. Firstly we've changed the layout to a single column A5 sheet so that people can read it easier with PDF readers in different page display modes and also so that the design of the game and it's text is less constrained by the layout of the three column page. Secondly, we've simplified Armaments. Rather than tracking the dice for all armaments all the time, we've just made armaments always count for a single dice of your choice which doesn't automatically die on failure. Armaments can still be taken away, damaged, or broken but this should be the result of a compromise or the GM Making Things Happen. Lastly, we've added a Quick Play page with a shorter set of character creation questions and an adventure prompt for the GM so you can get things running a bit quicker if you've only got 2-4 hours to play total.

We hope you like these adjustments and we'd love to get your feedback and hear about your games!

regards,

Ashton McAllan and The Republic

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Hi lovely people!

Today's update is a relatively small one but improves a couple of things we've noticed from playtests both online and at PAX Aus, mainly focused on shorter one shot games. Firstly we've changed the layout to a single column A5 sheet so that people can read it easier with PDF readers in different page display modes and also so that the design of the game and it's text is less constrained by the layout of the three column page. Secondly, we've simplified Armaments. Rather than tracking the dice for all armaments all the time, we've just made armaments always count for a single dice of your choice which doesn't automatically die on failure. Armaments can still be taken away, damaged, or broken but this should be the result of a compromise or the GM Making Things Happen. Lastly, we've added a Quick Play page with a shorter set of character creation questions and an adventure prompt for the GM so you can get things running a bit quicker if you've only got 2-4 hours to play total.

We hope you like these adjustments and we'd love to get your feedback and hear about your games!

regards,

Ashton McAllan and The Republic

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Hi Denizens,
In case you missed it a new update has been released for The Republic! A lot of the changes are inspired by sections of Blades In The Dark and it's hacks like Scum & Villainy and Girl By Moonlight. There's a lot more structure to the game now and some elements, such as NPCs have been simplified. Hopefully now the game should more clearly guide players through play and give them a solid base on which to run their Republic. Updated versions can be downloaded from https://machinespirit.itch.io/the-republic
and http://drivethrurpg.com/product/198444/The-Republic-Early-Access

Let us know what you think of the new version!

A new update is out! The Republic now includes rules for Gear and it's use including a short list of sample gear! Take a look, playtest if you can, let me know how you feel about it. Does it add a little more mechanical weight to certain fictional elements or is it annoying extra crunch?

I've also added a page at the end of the document with questions I'm interested in hearing the answers to from playtesters but all feedback is always valuable and welcome.

I'm confused by the basic die mechanic. It sounds like this is a "success-counting" system, especially as individual dice end up "live" or "dead" according to how they rolled. Yet a d4 somehow can reach 11-14? How does that work?

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Elemental Tags! Help me come up with some!

The list of elemental Tags in the current version of the rules for The Republic are largely gleaned from the Wikipedia descriptions of the Four Temperaments associated with Earth, Air, Fire, and Water.

I've been doing research on how the elements are related to chakras and tarot decks hoping to find more texts off of which to base descriptors but I'm mostly finding things related to personalities and inner lives and I'd love to get some more interesting tags in there.

What element is the nature of the undead? Is the military fire or air or Earth? What are some extra fun tags for self/universe/aether/akasha what else uses these five elements that we can look to for inspiration?

I'd love to hear your ideas, thoughts, and inspiration!
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