So this has nothing to do with the Joe Dever's Lone Wolf RPG books?
Aside from sharing a rather stylish name, our games have nothing in common. Joe's game is *completely radical*, mind, he just isn't involved with this bad boy. Just wanted to clarify! No copywrite infringement intended! Please don;t sue me, Joe! I love your stuff!
What setting design challenges did you face?
How long does an average combat last in actual play?
Is combat theater of the mind or is there a grid component?
What's the link to your Kickstarter?
Oh man these questions all rule. Lemme see...
Playtest combats have run the gamut from 1-round curbstomps to 7+ round slobberknockers, although it really depends on just how tough the combatants are. Higher-level, more-or-less evenly matched sides resulted in enormous battles with lots of things going on. That tended to bloat the resolution of a given round, but not in a bad way; there are more moving parts and more resources to spend on doing cool stuff as power levels climb, so the natural consequence was longer fights. In terms of minutes? I'd say most initial combats have longer first and second rounds, somewhere near 5-7 minutes each as players learn their moves and get used to the game's strategic demands. That shrinks to about 2-ish minute rounds as they become more familiar, but a really challenging fight might dilate as players debate over strategy (which is really engrossing and fun, in practice!)
Combat is theater of the mind, but there's a few behind-the-screen tricks to keep positioning tracked. Positioning and movement is still incredibly important! So tracking it in a way that wasn't a total headache but allowing the crazy freedom of movement the genre required was.... Well, it took a couple years to figure out. You're welcome XD
Oh jeez,
Link right here, sorry! I suck at self-promotion!
Also, some setting reading for ya'll to enjoy!
[SPOILER]
The setting has been a big question for folks; so let's talk about it!
There are seven major martial Brotherhoods that reign in seven geographically distinct territories. Because each clan's Yuddhukhala (mystical fighting arts) allow the control over an element, there's a strategic consideration in their choice of domain!
The clans and their territories are as follows.
Radioactive ScorpionsThe punk misfits of the martial world; their biker gang ancestors took the radiation-baked Cursed Wastes which nobody else wanted or dared. There they found the other half of the clan's ancestry; the Djinn and other mystic creatures that had been awakened by the thunder of atom bombs. Much fighting, drinking and eventual intermarriage resulted in the birth of the clan, which is somewhere between squabbling tribes of wasteland barbarians and an extended, deeply dysfunctional family.
The Cursed WastesA deadly desert of lingering radiation, apocalyptic storms and hellish monsters. Tank-sized crabs, armor-skinned dragons, scorpion men, and cloud-riding rakshasa lair in the baking sands alongside howling, hockey-masked and mohawked wasteland barbarians. Beneath the cursed bedrock is a black ocean of crude, which serves as the source of the Scorpion's wealth.
Shadow VipersAssassins and sorcerers, the Shadow Viper's ancient crime empire joined many disasters that ended the old world. Now they sell spell and blade to the highest bidder, hoarding wealth and arcane knowledge in their devil-haunted city.
Suicide HeavenThe graveyard of a once sprawling megalopolis, Suicide Heaven's very streets were scarred with arcane runes used to plunge the city closer to Naraka. The veil between the mortal realm and hell is thin in this black place. Demons skulk among the criminal denizens, who obey the laws of whatever monster or professional murderer that lays claim to their shadowy district.
Emerald KirinSavages in savage times; the Emerald Kirin inhabit the world's last and most primordial jungle: P'an-ku, the Cradle of God. Behemoths and bloodthirsty gods are their neighbors. Using a ruthless martial art deciphered from bloodstained pictographs, the jaguar-warriors of the Kirin protect their hostile but verdant lands from the concrete hands of outsiders.
P'an-Ku: Last Jungle, the Cradle of GodRotten with ancient evil, swarming with hideous life, alive with impossible mystery; P'an-ku boils green and hideous from the black soil of eons. Ruined temples from devoured civilizations mark the passing of uncountable epochs in this realm of tooth and claw, where god and monsters walk in the same flesh
Golden LionsThe kings of the dead world failed, but their legacy did not die with them. Their champions, noble souls with heroic hearts picked up their rusted crowns to forge a new civilization from the ashes of the old. The Golden Lions are paladins and monarchs of the dry but hospitable desert plains they call the Proud Lands. Here, guarded by their heroes and lords, the people eke out an existence as serfs, plowing their meager harvests with repurposed truck beds and eating sandy wheat from dented hubcaps.
The Proud LandsDesert and plain, grey and gold and deep blood red rock rising in dream shapes from hardpack salt. The land isn't dead, but it is cruel; stinging pebble-black winds scour the scanty topsoil; harvests are slim and grey. Windmills of scrapped tin lean on red stone castles. In the deeper deserts, surreal stones rise impossible, red-orange and every color of sunset dream from white sands. The mystics who vision-quest here return changed, witnesses to some higher truth.
Silver PhoenixA strange and terrible power was discovered by mankind in it's final days; the psychic energies of the Unearthly Gift. Codified into a martial art by the wretched survivors of a holocaust they helped unleash, the Silver Phoenix use the science and intellect of the fallen world in conjunction with their eerie mental powers to manipulate events behind the curtain of the world. From their silicon thrones in the pipe and gear-work labyrinth of Chrome Galaxy Laboratory, the Phoenix send their legions of cultists and zealots dream-visions to shape the emergence of a new era of enlightenment.
Chrome Galaxy LaboratoryExtending for uncountable miles below the half-drowned, holy capitol Rising Sun City, Chrome Galaxy Laboratory is a hissing, grinding behemoth of iron pipes, glistening steel gears, and crashing brass pistons. As alive and hungry as a titanic metal god, even the Phoenix haven't mapped the sprawling miles of it's concrete intestines. Above, the priests and prophets cultivated by the Phoenix run a theocracy of visionaries and fanatics, standing ever ready to follow the distant call of their dream-gods to whatever cause requires their lives.
Brotherhood of FreaksThe horrible hot winds that sweep the fallen world mutilate those unfortunates caught in their wave. Those with the grit to survive are mutated beyond recovery; most slough off to die alone, but those persistent few with heroic souls find brothers and sisters waiting for them in the labyrinths that connect the far-flung reaches of the fallen world. The Brotherhood of Freaks wear their ruined flesh with pride; couriers, messengers and guides through the Maze Below the World, their monopoly on travel through this expedient but deadly realm of endless night and cold keeps their protectorate mutants fed and healthy in their dismal home.
The Maze Below the WorldNever-ending tunnels carved by long-dead architects, the Maze was once a wonder of the fallen world. Now it is a lightless, sunken underworld, people by leviathans, sightless cannibals, ghosts and dying gods. The Brotherhood alone claim some tenuous dominion in this frozen, misty catacomb. It's outlets emerge into toxic swamps and drowned dumps whose poisons and radiation spell death to less hearty souls than the already radiation-resistant Brothers and Sisters, who use such sites as strongholds in the sunlit world.
Five Star SpiritsRecently extinct, the Five Star Spirits were the world's most deadly assassins. Adhering to an austere philosophical code in their sole mountain sanctuary Heaven's Wheel, the meditative killers took only petitioners whose motives they judged in line with the wishes of Heaven. Jealous or terrified of their supreme killing art Five Gateways, the Mockingbird Emperor wiped them out in a single night of hell on earth; it is said ten thousand men and demons died for every Spirit killed, though certainly that is a myth.
Heaven's WheelThe mountaintop monastery of the Five Star Spirits rests quiet and scorched from the violence of the clan's demise on the peak of The Pillar of Heaven, the world's tallest mountain. It's secret chambers extend deep into the stone belly of the incredible mountain; who can say what treasures and secrets lie buried within it's trapped and ghost-filled halls?
[/SPOILER]