Session Masters Assistant Changelog
Session Master’s Assistant Changelog
01/14/24
- Encounter design and additional gambits added in from scenariostuck testing.
12/30/23
- Monster modification guide in Chapter 6 expanded with build-an-adversary-workshop for Denizen and Relic.
12/21/23
- Monster modification guide in Chapter 6 expanded with Challenges and other Adversary tweaks.
6/19/23
- Monster modification guide section added to Chapter 6.
6/15/23
- 3.0e Prototypings section moved to Salvage Yard.
- Prototypings list now reflects the actual affinities from the archetypes.
- Updated some alchemy combat tags in preparation for coming updates.
8/7/22
- Martial GT bonus also adds Level to the damage roll again on a crit.
6/12/22
- Martial GT bonus buffed with a +1 size to all damage dice.
4/1/21
- Alternate GT systems and old alchemy guidelines moved to the salvage yard.
- New alchemy added!
3/3/21
- Stratagems removed since they were too cumbersome to use in practice.
1/19/21
- Prototypings were redone; multiple prototyping abilities with similar effects were consolidated into one generalized ability, other abilities were made into Affinities, and yet more prototyping effects are in line and up to date with the latest iteration of the Bestiary.
- Stratagems removed.
- Their difficulty in use, as well as most SMs not actually having a use for them, warranted their removal.
1/18/21
- EXP for gambits and story beats updated.
- Session speed updated as session length.
12/2/20
- Prototypings having to do with disposition were removed; the bestiary already had dispositions removed and the prototypings dealing with them should also have been removed back on 2020-11-09, but were missed.
11/21/20
- Prototypings changed to reflect damage changes in SMA, since the bestiary no longer uses damage gradients but a simpler damage (+/- X mods) system.
11/9/20
- Changelog name finally updated to SMA, from Gamemaster’s Companion.
- Only took us what, eight months?
- Classpects and God Tiers updated with one size fits all framework that deliberately eschews copious detail in favor of ease of use and reskin/self-storyshaping potential.
- To explain that last concept better: the GT powers don’t say how they do a thing, only that it does. It’s left up to the player and the SM on how their particular classpect manifests. In this way, it invites the player to get into it, so to speak, let them roleplay out a fundamental part of the Sburb experience.
- To explain more while we’re at it; it’s simplified for ease of use both to make it as broadly applicable and reskinnable as possible, and to guide the player as to their aspect’s use.
- Empower is only used when they roll; more specifically, if they roll, fail, and decide they want a second chance. Recognizing when the dice have crapped out is so easy as to not even be thought about most of the time, no?
- So their aspect manifests to reverse the situation. And then again, and again. And with each explanation of how their aspect reverses the odds in each situation, a fuller picture of the character’s classpect slowly and organically emerges.
- And Afflatus is used to ask a question when the player doesn’t know, and it shows them something about the world that they couldn’t know otherwise. Naturally, they’ll ask again, and again, and they slowly build up a new knowledge as they find themselves initiated into mysteries known only to them, that could only be known to players like them, that sets them apart and above others.
- And in some way, as they grow used to this ability, their patterns slowly change to work with this newfound power: the aspect changes them too.
- Empower is only used when they roll; more specifically, if they roll, fail, and decide they want a second chance. Recognizing when the dice have crapped out is so easy as to not even be thought about most of the time, no?
4/6/20
- Shouldn’t we call this the SMA?
- Heirloom tags section, Chapter 7, edited for balance.
3/12/20
- Name still sucks.
3/11/20
- Created.
