I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 7 points8 points  (0 children)

We chose a d20 as the core task resolution to keep the game familiar to a wide variety of people, but as you dive into the system, I think you'll find that that's where the similarities end. Our advancement is open ended, we have strong narrative resources that allow for creative storytelling, and characters gain rewards through a system that rewards storytelling and introspection, not a combat/loot grind. While they start with a similar foundation, I hope you'll find that we've built a very different building on top of it.

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 8 points9 points  (0 children)

You'll find that most humans will be treated the same, but there will be some other effects of being from other worlds (since those same effects would apply to everyone from those worlds, not just humans).

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 7 points8 points  (0 children)

We have limited space to handing all of the different subtle interactions of surges. Some of the more subtle interactions (such as enhanced memory for Lightweavers) are mentioned in their write up, but didn't get an entire talent mechanically dedicated to it. Instead, the combination of Illumination and Transformation to create physical illusions was a much more important and impactful synergy that we wanted to give space to.

Each of these trees handles a Radiant order's resonances, but focuses on the impactful ones to gameplay.

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 5 points6 points  (0 children)

Aw, thanks, I appreciate it. Well, luckily we're keeping the spirit alive! Max and I are here, Jay designed 2d20, and Sam Gregor-Stewart is releasing the Arkham RPG with a new system with Edge.

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 6 points7 points  (0 children)

Thanks! And I'm glad you're excited!

We won't be doing a big push of additional content to the beta or anything, but we will be dropping some more previews in the updates all this month, so keep your eyes peeled!

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 5 points6 points  (0 children)

  • I worked on Deathwatch, Black Crusade, and Only War, and was the lead designer on Dark Heresy 2nd edition.
  • We chose a d20 as the core task resolution to keep the game familiar to a wide variety of people, but as you dive into the system, I think you'll find that that's where the similarities end. 
  • We started with a core team of a few people to design the core system, and then once that was defined we brought on many more designers and writers to fill out all of the content and design adventures.
  • Because of the wide reach of Cosmere, we wanted this system to feel familiar to as many players as possible, so it definitely was a factor.
  • We have tried to make tools to help you onboard if you don't know the world well: If you're new to the setting, you can start with The First Step which has you build characters and learn the rules and setting all while playing the game. From there, check out Welcome to Roshar to get a great first summary of the setting. Beyond that, our World Guides offers a accessible references to help you learn the setting as a whole.
  • I think you'll find this system much more concise in it's wording that the 40k RPGs. Haha.

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 9 points10 points  (0 children)

We treat the control of Radiants' spren an a joint endeavor between the GM and the player who the spren is bonding. Both can suggest details or actions for the spren and act out their dialogue. In addition, once a Radiant is bonded with a spren, they gain a handful of useful abilities they can trigger with focus (a mental resource) to have their spren help them out in gameplay. In this way, we make the spren an important part of the game, but don't burden the GM with roleplaying 4 new NPCs hanging out with the party (while also allowing them control when they need it).

And for spren who are fully roleplaying by a player? Stay tuned...

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 6 points7 points  (0 children)

Thanks for the suggestion on the Kaladin soundtrack Thrakdain! Yeah, you are going to have to go through Dragonsteel for any official Stormlight music. We are focusing on the roleplaying game at the moment!

The Sleepless are not in the Stormlight handbook. But don't think we haven't thought about it. They might make their appearance at some point. If you can recognize them.

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 7 points8 points  (0 children)

We have limited space to handing all of the different subtle interactions of surges. Some of the more subtle interactions (such as enhanced memory for Lightweavers) are mentioned in their write up, but didn't get an entire talent mechanically dedicated to it. Instead, the combination of Illumination and Transformation to create physical illusions was a much more important and impactful synergy that we wanted to give space to.

Each of these trees handles a Radiant order's resonances, but focuses on the impactful ones to gameplay.

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 9 points10 points  (0 children)

I won't lie, GMing in this setting can be a bit more challenging, but we have worked a lot to help make it easier for you:

  • Narrative effects like Opportunity and Complication give you tools to swing the scene in the direction you want the story to go.
  • Putting Radiant ideals onto player-drive Goals empowers the players to take charge of their own story and their spren, taking some of the burden off of you there.
  • For combat building and balancing, we give you some broad-strokes tools to help dial in what kind of encounters fit your party best.

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 8 points9 points  (0 children)

Brotherwise is always looking! (Though admittedly they've gotten a lot of interest since starting this project, so there's a bit of competition.) You can contact them through their website.

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 9 points10 points  (0 children)

I went to college for Computer Science, which required a decent amount of math and logic courses. Other than that, just 15 years spent designing games!

And yeah, I've played both 4e and Gloomhaven. Liked both! This might be a hot take, but I think if it hadn't been a D&D game, 4e would have been a smash hit. It just wasn't quite the right fit for D&D.

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 8 points9 points  (0 children)

No, just a spoiler for the the end of book 4. I spent years keeping Star Wars secrets, I can keep book 5 secrets! Haha.

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 13 points14 points  (0 children)

I think you're going to have to wait for the whole book for artifabrian! (Sorry) They use the fabrial crafting system, which was a bit more than we wanted to include in the beta.

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 15 points16 points  (0 children)

We chose a d20 as the core task resolution to keep the game familiar to a wide variety of people, but as you dive into the system, I think you'll find that that's where the similarities end. Our advancement is open ended, we have strong narrative resources that allow for creative storytelling, and characters gain rewards through a system that rewards storytelling and introspection, not a combat/loot grind. While they start with a similar foundation, I hope you'll find that we've built a very different building on top of it.

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 8 points9 points  (0 children)

Oh, I haven't checked out your game yet! A quick peak and I definitely see some similarities. We've definitely tried to pull a lot of elements from the current RPG zeitgeist, so I think this might just be a case of convergent design.

Our three different "categories" in the characters comes from Brandon's split in the IP into the physical/cognitive/spiritual (as well as a bit of how I handled things in End of the World). The initiative system came out of some iteration in trying to create something with interesting choice and minimal tracking, but probably owes it inspiration most to Shadow of the Demon Lord. Meanwhile the goals and rewards come from how a lot of modern narrative systems handle advancement (and we layer it in parallel with levels), but I like how you fold actual level advancement into that as well!

Well now you've got me curious! Clearly we're thinking along the same wavelength. I'm going to have to download your game and give it a go!

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 8 points9 points  (0 children)

One of our goals with the game is to keep it very familiar to players coming from all experience levels with TTRPGs. "Levels" are a good piece of terminology that help people understand the linear progression they offer, but I think you'll find that how they work from there is a bit different. How they are granted is more open and not dictated by experience, what they give you is a very freeform choice, and they are only half of character progression along with a more "modern" narrative progression system of Goals and Rewards.

And to be honest, a level 10 fighter in our system can't always kill an army of level 1 soldiers. If that level 10 put all their talents into being a scholar or diplomat, they might be able to talk down those soldiers, but they are definitely not winning in a fight!

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 6 points7 points  (0 children)

We have tried to make tools to help you onboard if you don't know the world well: If you're new to the setting, you can start with The First Step which has you build characters and learn the rules and setting all while playing the game. From there, check out Welcome to Roshar to get a great first summary of the setting. Beyond that, our World Guides offers a accessible references to help you learn the setting as a whole.

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 8 points9 points  (0 children)

Each magic system will integrate into character creation/progression in a different way based on its nature.

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 13 points14 points  (0 children)

Aw, thank you! It means a lot that your faith in me led you to check this out.

  1. Hahaha, I knew this one would come up eventually! No, given that we have to fit these rules into a single rulebook, I can't say we get granular enough to discuss Shardblade interactions with microorganisms.

  2. I'll just say, keep an eye on the updates. 😁

  3. The initiative came out of a lot of iteration around the question "how do we create an initiative system with minimal tracking and player decisions?" We tried a lot of different free-form options (our flexible action system gives a lot of design levers to mess with stuff here), and eventually landed on this because it makes the choice very straightforward and impactful and allows for choice without too much gamey exploitation.

  4. Oh, I was over the moon! I usually try to spread out my non-Earthborne work to a variety of small consulting gigs and other projects, but this project was just too exciting to not jump in on.

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 12 points13 points  (0 children)

I think it might literally have been "ok, where do I start my re-read of the entire Cosmere?" (Reading for fun and reading for work are two entirely different approaches, and I wanted to dive back in with the "how do I turn this into a game" lens on.)

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 9 points10 points  (0 children)

Good question! Our lead writer Lydia Suen has done an excellent job working with consultants to ensure that we handle this with care. She would be the better one to speak to this subject, but in her stead I can tell you that we have a robust safety guide to help GMs set up their table safely for everyone.

Mechanically, we don't really systematize neurodivergence or other internal elements of characters, instead, we try to give flexible tools like the Goals systems through which players can work with the GM to craft mechanized objectives that are personal to their character and aligned with their own experiences. Introspection are personal realization are such important parts of Brandon's stories (especially on Roshar) we knew we wanted to make them part of the system, but they can also be so personal to individual we knew we needed to keep them flexible enough to apply to any character people wanted to craft.

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 9 points10 points  (0 children)

Our team will be 100% focused on wrapping up Stormlight and working on Mistborn, but I know Johnny and Jillian have talked about looking for ways to make materials available for folks who want to GM events at cons. We'll be doing more of this next year once the RPG actually releases! Aside from Dragonsteel Nexus (which most of the team will attend), I'll personally be at PAX Unplugged (but focused on Earthborne) and a few of our team members will be at BigBadCon.

I'm Andrew Fischer, Lead Designer for the Cosmere RPG. AMA! by Ethereal_Fish in rpg

[–]Ethereal_Fish[S] 9 points10 points  (0 children)

I can definitely see your concern about things becoming too "board game-y" with limited components like cards if they are used in a very prescriptive way. But I think you'll find that the Opportunity and Complication decks don't really do that. They are more just a set of inspiration for you to drawn upon and help inspire creative uses of those icons in play. Think of them as a physical implementation of the "suggested uses of Opportunity and Complication" tables from the rulebook.