Wow! What a time. The first session was a bit of a struggle because uh, 24 action is too many for FitD. So I ended up writing out 12 with descriptions (I'm still not satisfied with these so I might spend the time and take a break to just figure out FitD actions for a while. Any helpful resources in the comments appreciated) and we ended up using those to more success in the second session. But I'm most eager to share the success of the first concept for this game.
What I mean by this is that Exilium started with the rules on how the players would use the force. How we played it (to great success):
"When using the force, the active Player describes what they seek to do, then the GM supplies the position, effect, and at their discretion explains any consequences that they have in mind. The active Player assembles their dice pool starting with no dice and then adding +1D for each line of the code that applies to the context surrounding the action they are taking. As a contextual action rating, there may be debate between players to determine if the moment truly emphasizes a line of the code."
"All player characters in Exilium live in fear. Greatest among these fears is that their harrowing lives will turn the people they rely on to survive to the dark side of the force; though this crisis of trust may prove more harmful to the social health of the group than first realized. To reflect this, after the active player assembles their dice pool they do not roll. Instead, other players have an opportunity to state if they disagree with how the active player is interpreting the code; when other players disagree this way they issue a doubt token to the active player. The active player then rolls the dice pool as if it were any other action."
I really believe in these rules (maybe you could even call it a procedure) as an incredible source of drama because Doubt is really a Contempt token in disguise. In play, using the force (I forgot that this was supposed to be how we used lightsabers too) was this excellent moment where everyone took a moment to think about the jedi code, the active player, and had a moment to dwell on their relationship to the force.
In this playtest, the players immediately set to bickering around the force and the jedi order. To me this a good early sign for project going forward. My attitude to this escapade is that I want to write a game that serves as a springboard for good roleplaying. These rules should swiftly help players get to the moments that cause everyone to stop and talk through where their characters are at (hopefully as their characters if possible).
Anyways, that's probably the most important update for Exilium as of now.
