RPG

Fuel: A Spark Module for LIGHT

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From Development Log I’m really excited about the release of FUEL! My favorite RPGs have a really tight gameplay loop. Blades in the Dark is a great example of this. Players know they will go on a score, then do downtime, then a score, and downtime, again and again. A solid gameplay loop just feels good to me. LIGHT always had an implied loop with the mention of Strikes in the core rules, but FUEL helps establish the loop clearly. FUEL does three things. First, it gives GMs resources on how to design a Strike for their players. Now there are four “types” of Strike you can start with, and then the elements involved in each Strike are lined out. Second, the loot loop is here! LIGHT is based on looter shooter games like Destiny, and so naturally it needed some sort of loot loop. At the end of Strikes, players will roll on loot tables. There are rules now to encourage players to try multiple runs on a given Strike, to increase the odds they get Strike dependent loot. On top of that, the players will get a bundle of engrams at the end of the Strike. This is the primary way to improve weapons. Because while engrams usually create random weapons, they can always be turned in to Vulcan for favor, allowing Beacons to customize or even build their own weapons. Lastly, advancement is given structure. Not only do Beacons get more powerful with loot, but they now have specific ways they can improve their characters and stats. My goal with FUEL was to provide that gameplay loop that I love so much in games, and to help solidify the replayability of LIGHT. The final module will bring everything in the season together in one package. And after that, we’re taking LIGHT to a whole new level.

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