Role vs Roll-Playing in Unchained Heroes

I view all my players as a fixed point on part of a spectrum ranging from the “Roll Player” to the “Role Player.” The full on “Roll Player” plays the game for it’s mechanics and combat aspects. They like dice rolling and combat more than anything else and the other aspects of an RPG are not even on their mind. They are arguably board game players. The full on “Role Player” would rather spend a night talking and hashing out storyline than perform any combat. They are arguably actors in a play. These are extremes. If you can think of a way to polarize them even more while keeping with those...

read more

Resource Model Conundrum

There are different schools of thought about how to allow players the usage of their special maneuvers, abilities, or spells. Many of the older gamers came from a combined Frequency and Slot system. As the world of videos games became more prevalent, the Energy System became an option as well. When I evaluated the Frequency, Slot, and Energy Systems, I always had a very clear lead horse and that was Energy, but there were times when a Frequency System or a Slot System also seemed a fun way to go. I wanted to explore this conundrum here and we will start with definitions of each system as I...

read more

No More Turns

The Real Time Combat Engine of Unchained Heroes is structured to do away with the concept of Turns as we know them. The idea that we roll Initiative once and then the order of actions is static for the entire battle is put to the wayside. Without Turns, there are more options for the reactive combat experience that I was shooting for from the start. Like other games, you start with rolling Initiative to determine the action declaration order–something we call the first Declaration Phase–and then each Hero and Villain(what we call our monsters) tells everyone what they will be...

read more