Big Changes in Moth-Light Version 1.9b


Hello, friends. It's been a while!

Today I have bear good new: a major Moth-Light update is here.

What's changed? Well for one, there the book has been expanded by about forty pages. This includes some edits and a major new mechanic, which I'll get to shortly, but the bulk of the new material is in support of two new pacts.

  • Jammers is a pact designed to explore speculative sports-fiction. Generally speaking the stakes are a bit lower in this pact, but I think you'll see that games are taken a little more seriously in Moth-Light than they are in real life. It includes a special tourney-structures and a new type of clock designed to make matches especially exciting.

  • Slayers is a pact meant to emulate the kaiju-hunting fiction of Neon Genesis Evangelion and Pacific Rim. Tables will be given the opportunity to imagine their own custom auger which they'll pilot in defense of a domed city. The mechanics in this pact are straight-forward but they do focus the fiction on a more episodic playstyle that I think some groups will enjoy.

Both of these pacts require playtesting, so please provide me with some feedback if you give them a try.

Mechanical Changes

There are several especially major revisions but the one I want to highlight today is a new overhaul of the stress mechanics that includes a resource titled vision.


In play, vision offers players a pool of up to six pre-rolled or recorded dice that players may burn or expend to various effects. As you can see in the image above, Pushing now requires that players burn a vision die. Aiding other characters requires the same. Players determine the number of vision dice they roll based on their stress value. There are twelve stress boxes, now, with values descending from six to one. Resisting still expends stress, as do flashbacks and some other activities.

My hope is separating stress from vision gives players just one more plate to spin. Importantly, players must expend vision dice to perform downtime activities now, meaning they will need to balance their resources between action scenes and downtime phases. This has also led to some really fun innovations in how dice can be spent that I think add a unique depth to Moth-Light.

Some other changes ...

  • I've overhauled the action system to be more intuitive. Players now start with one die for any of the 12 actions on their list and earn an additional die for highlighted actions. Attributes work as before. For actions not on the action list, players roll zero dice.
  • Marks and doubts are now one mechanic. Players that go into crisis, either via the end-of-session ritual, the accumulation of excess doubt, or via stress loss, lock a doubt into place. This reduces the amount of doubt they can incur before their next crisis.
  • Players may upgrade action rolls to a crit regardless of the number of dice they roll. When scoring a full success (6) players will be given the option to accept a consequence in exchange for additional effect or some other bonus. Non-action rolls have unique crit circumstances of their own.
  • Supply now employs a special die that ticks down with each use. Players replace this die with one of their own vision dice when cultivating supply.
  • Harm has been adjusted to reflect other changes. I feel healing is a bit more intuitive now.
  • All downtime activities have been revised to employ vision dice. Players either burn vision dice or spend them for their face value to varying effect.
  • Gather info. and clash rolls are revised. I've made minor tweaks to make them more interesting in play.
  • Lots of playbooks have received updates. Review each one for changes look for new moves that capitalize on updated mechanics.

Most of these changes are summarized in the free playsheets.

Over the next few days I'll try to post specific updates on twitter highlighting some of the mechanics mentioned here. Follow me @mothlands for more.

PS

I have not yet updated the online character sheets so bear with me while I get them ready. When they are completed, I'll reactivate them on the main page.

Thank you all for being fans of the game. Expect some really cool art updates in the near future.

Files

Promise Playtest.pdf 5 MB
Oct 11, 2021
Scavengers Playtest.pdf 5 MB
Oct 11, 2021
Moth Light v1.9b.pdf 4 MB
Sep 09, 2022

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Comments

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Hello, are you looking for proof-readers or feedback on the latest version of the Moth-Light beta? I've noticed a few bits and pieces that may have been overlooked.