DANGER CLOSE, my tactical military skirmish TTRPG, is still in very active development, and I have some very exciting new things to share!

SRD

The Basic Rules are now accessible easy and online in the form of the System Reference Document!

One part I’m really happy with, is that this also follows the philosophy I’ve spoken about before: Why The Fuck Am I Reading RPG PDFs On My Computer?

The SRD has an internal glossary with tooltips, related terms and related sections. It also has a simple built-in dice roller.

Digital Play Aid

I spent a considerable amount of time last year to build a digital play aid for DANGER CLOSE. The result was a tool that was deceivingly complex to maintain and automated a lot of parts of gameplay. There have been major changes to the rules since then, so the tool is now deprecated and, in actuality, not that practical in use.

Based on my own recent play tests and really trying to focus on what is needed during play, I’ve built a far simpler, far sleeker new play aid.

It is more of a handy interactive notepad than something that strives to be a full replacement of the game itself. There’s barely any automation in it on purpose, because trying to capture all the edge cases is not very fun to build, hard to maintain, and really not all that useful.

All play data is stored locally and can be imported and exported. It comes pre-loaded with all the equipment from the base game and allows you to add your own, which is pretty nifty.

Recent Updates to the Rules

The Full Rules saw a whole heap of updates recently:

  • More graphs, flowcharts
  • More ways to tweak difficulty
  • Rules for fighting alongside allied forces and using vehicles
  • More ways to approach Engagements, in the form of Stealth and Assault – risk/reward, going quiet or going loud
  • More ways to free-form roleplay, with an adaption of Time, Gear, Skill
  • More ways to roleplay your Troopers and the interesting moments that emerge during play
  • And so, so much more

What’s Next?

The Discord campaign remains in full swing, and I’m also still actively working on balance, new ideas, and new rules. Overall, I would say that I am slowly entering the refinement stage, but who knows? I might get inspired by whatever I come up with next and expand the rules significantly.

What’s been really cool recently is that even when I come up with new mission scenarios or set pieces, I find that the rules are both flexible and structured enough to allow for the adaptation of a wide range of scenarios.

The recent vehicle-rules, for instance, really just slotted right in there, without me needing to do weird overhauls of core mechanics.

That’s all for now – see you on the front lines!

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