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This is a community for people developing their own games and content for Fria Ligan’s Year Zero RPG engine. The forthcoming OGL won’t let us sell specific content for settings that Fria Ligan doesn’t own outright: Mutant; Coriolis; and, Tales from the Loop. So you are better off sharing fan-produced content for those systems in the relevant communities.

But if you are developing a new setting, and want feedback from other Zero Engine hackers, post it or share links here.

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Super important poll! ;-)

If a game (Nordsaga in this case) needed you to regularly roll 8-12 six-sided dice at once, would you rather roll "normal" sized dice (16mm) or smaller dice (12mm) which usually only ever come with pips?

For this game, any die in the pool which comes up with a 6 counts as a success, so needing to count individual die values isn't applicable here.
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votes visible to Public
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46%
Smaller 12mm
46%
54%
"Normal" 16mm
54%

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Could really do with some game design input. If you have the time, please go to the original post and submit a vote.
Game Design poll, about a central game mechanic which is giving me a headache

Talents are a central mechanic to all Year Zero Engine (YZE) games and are nothing new to the roleplaying industry (feats / abilities).

However, they add significant crunch to a game, as each one changes the rules in some small way.

With Nordsaga, I'm trying to create a more streamlined / less crunchy experience, so I've come up with the idea that Talents should be more like Aspects from FATE. Essentially, a PC picks from a list of well-worded Talents, and if they can argue it applies in any situation, they get a straight-forward +1D.

But here's the problem... Nordsaga is a career-based game with 32 Basic Careers and (currently) 8 Advanced Careers. I want each career to have a healthy number of unique talent options (3 for each Basic Career and 5-8 for each Advanced Career).

This is causing a lot of delay, because coming up with good phrases that aren't too overpowered or easy to abuse is hard.

For an earlier version of the game, I've already plundered and reworked a great many other games and have come up with over 100 "traditional" Talents, each of which alter the rules somewhat and so add crunch. But - its largely done.

So here's the question - should I persist with "Talents as Aspects" or should I succumb to the crunch and use "Traditional Talents"? Or maybe I'm missing a really obvious solution?
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votes visible to Public
40%
Talents-as-Aspects
40%
Traditional ("crunchy") Talents
20%
Something else?

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Following on from Friday's announcement, here is the first excerpt from the draft rulebook, the setting overview.

Don't worry, it's a quick read - the text fits on one page of A5 (about half the size of Letter format).

https://9littlebees.com/nordsaga-setting/
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Part 2 of the Nordsaga excerpts is up. This time it is all about the base mechanics of the game. It's a long post, but quite important if you are interested in some of the basic principles.

https://9littlebees.com/nordsaga-mechanics/
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