It’s here! Read and play the first version of Hell or High Water, my game designed to put you right into a gritty space drama. Feel the rumble of the engine, the warmth of a rifle, and weigh the cost of your actions against the safety of your crew.
In my most recent post, I outlined some of the roles that players will take on in Hell or High Water, and some of the unique moves that are available to them. While those role-specific moves help set the character apart from the others, they're far from a complete list of what the character is capable of. Here, I'll be outlining how players can attempt to do... anything else.
To survive in the Reach, you'll need a good crew behind you. It's one thing to talk a good game, but without someone to pilot, repair, or protect your ship, you won't get anywhere fast. When the job goes wrong, you'll need someone to patch you up, and someone else to reel in the next client.
In creating Hell or High Water, I wanted a system that would reflect the grit of the world that I want to tell stories in, without the granular details that would deter new players. If possible, I prefer to have a central dice mechanic that is simple to understand, yet leaves room for fine-tuning and manipulation by more seasoned players.
Breaking new ground is never easy, and less so on a new planet that doesn’t want it. Though many had reason to leave mother Terran— overpopulation, political unrest, endless war— those who did finally leave had particular reason, each different.