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Renegades Design Points

Your Truths

Declaring new truths is what makes Renegades truly unique. It allows the player to take a lot of agency over the narrative and declare new facts about the fiction. The GM could throw a very complex obstacle, like a heavily guarded checkpoint, and a player could come up with a creative solution on the fly and simply say, “I know one of the guards currently on duty at the checkpoint and actually saved their partner’s life from the local raiders. They still owe me for this!”

For your game, think about how truths are introduced. Is there a cost to doing so? How big and impactful can the new fact be? Does it relate only to the player character or can it also affect the setting as a whole?

Your Kits

Kits allow games to easily reinforce the classic tropes and archetypes of a specific genre of media. They are the starting points for players and one of the first things presented to them. Every single option should matter and be a core piece of what makes the world and setting interesting. In Renegades, they guide players into that archetype even more by providing a unique skill that nobody else has.

For your game, what constitutes a kit? Is it just a description and a unique skill, or does a kit also set the other die ratings like bash, dash, sneak, shoot, think, and sway? How many kits will there be? Can someone design their own kits using tables or other means? Is everything in the kit already pre-established, or can some pieces be randomly generated (like background, details, goals, etc.)?

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