Saga Machine Unified - May
Saga Machine, our in-house RPG system, has evolved significantly since the release of Against the Dark Yogi in 2014, all the way through Age of Ambition in 2020. As we look to the future and consider the possibility of new editions of our games, we want to streamline and unify our mechanics in a way that supports our fans' preferences and makes it easy to go from one game line to another.

Throughout 2023, we plan to release a series of playtest packets, each accompanied by a feedback form. Every month we will focus on a different aspect of the system.

At first these playtest packets will be relatively small, as we determine the direction the revised system will take. But as they go on, each subsequent release will be more and more of a complete game.

Please remember to fill out the feedback form below.

Below is a projected timeline of the playtest packets and when they are expected to be available. Note that this timeline is subject to change, as we may decide that certain aspects of the system need additional focus and require an extra round of revisions.
We wish to invite all of you to participate in the playtest, as your feedback is critical in helping define the future of Saga Machine. Thank you so much for your carefully considered feedback, and for being a fan!
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Which of the below is your preferred method of determining the order in which combatants act in combat (initiative)?
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Are there any other thoughts you'd like to share regarding initiative?
This month's playtest uses combat skills to model attacks. Some other versions of Saga Machine (most notably Age of Ambition) have instead used an Attack score. Which do you prefer?
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In this month's playtest, each player makes a Defense test at the start of each round, which determines how difficult they are to hit that round.

Some older versions of Saga Machine have instead used a pair of unchanging Defense scores, which sets the Target Number needed to hit the character or to critically hit the character. Which method do you prefer?
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How do you feel about the list of available attack options in this month's playtest? Are their descriptions and uses clear?
How do you feel about the list of available reactions in this month's playtest? Are their descriptions and uses clear?
In this month's playtest, all optional rules were moved to the Game Mastering chapter. How do you feel about keeping the optional rules in that chapter?
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Do you have any other feedback you would like to add?
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