Changelog
Current version: 2.4.0
{2.4.0}- Apr 25 2026
First changes post initial playtest.
It went pretty well, considering this is a brand new system made from scratch!
Planned major changes
Action Chart redesign:
It was too clunky in play. I still think the concept will work, as it's truly just PBTA Moves put into a table. The main issue was visual organization and the flow of where a player looks during a roll.
Expertise mechanics:
Expertise being something that can be activated with no cost or mechanical action was confusing for most players. A daily use or point spend may be necessary.
Clocks adjustments:
Clocks weren't clear enough to players and the edges of the rules need to be ironed out. Pools may need to be dropped, or clarified.
Time tracking/day phases:
The pressure of being a detective and pushing yourself through rests didn't quite work. I still believe in this concept, but it may help to structure it around a certain number of phases during each day.
Harm:
Needs to be rethought and reconfigured.
Session 0:
Change from city building to team and backstory building.
Callings:
Lots to do here. Restricting the core of each is the next step, making each calling very specific. Abilities need a lot of adjustments, and I need to make more of them.
Adventure writing:
Rewrites for the Luxury of Neutrality adventure and fulling writing a one-shot is needed. I'd also like to fully write The Werebear's Folly.
Relationships:
These need to be reconfigured.
{2.3.2} - Jan 26 2026
Added
Real options to Organizations.
Range
Callings Abilities
Biennia City Building based on "i'm sorry did you say street magic".
Changed
Minor tweaks to Upbringings Expertise.
Started working on the Action Chart.
Small tweaks to the core rules, mostly to do with Pushing yourself (you can now get +2M as an option insteand of just +1d.)
{2.3.1} - Jan 17 2026
Added
Harm & Conditions!
"Laws & Traditions" Expertise to replace "Language" Expertise, see below.
Changed
"Courtly Graces" Expertise to "Etiquette"
"Language" Expertise was moved into its own ruleset to more closely match Wildsea (but I don't think we'll be dealing with Languages in this upcoming playtest).
Gave game phases their own page.
{2.3.0} - Jan 13 2026
Soon
Adding Harm, fixing the Action roll chart, making a character sheet.
Added
- Summaries on the home page
- GM Actions
- Various initial country summaries and maps
- Languages
- Game Flow and the game loops
- The "Neutrality" adventure files (not published yet, gotta playtest first)
Changed
Lots of little things. Mostly fleshing things out. (Background elements, core rules, expertise, monsters)
Version 2.3.0 because two big paradigm shifts:
- Changing "stats" to Approaches
- Realizing the role of Phases, which will act more like Blades in the Dark than I initially thought. Especially Downtime because it will use PC actions to tick GM clocks forward. This change really supports the detective-fiction feel.
{2.2.5} - Jan 4 2026
Changed
Mostly changes to Callings summaries and structures, but also Relationships.
{2.2.4} - Dec 21 2025
Added
Callings summaries, abilities.
Figured out basics for GM actions, I'll add that later.
Edits to Monsters.
Changed
Expertise, removed Nature and changed Wilderness Survival to Woodcraft.
Removed
Arcs, for now. Not needed for this level of playtesting.
{2.2.3} - Nov 19 2025
Added
Game Phases basic premises.
Augur Project/Design/Character Sheet organization.
Set up GM pages for Stances, and Monsters (with design notes).
Changed
Put Challenges at the bottom of Clocks because it's currently the main way of creating encounters for the Conflict phase.
{2.2.2} - Nov 16 2025
Added
Small additions to Upbringings, adding status and an example.
Changed
Momentum so you can only burn if it's at 4+.
{2.2.1} - Nov 15 2025
Added
Upbringings, Arcs, Organizations, Game Phases.
Upcoming: GM Moves, Setting info, Design principles, Callings (aka classes), Talents (basically feats & abilities).
{2.2.0} - Nov 11 2025
Added
This is the first log for this version, so added... everything.
Changed
This is version 2.2.0. The notation is X.Y.Z—
For X, I've made two major revisions from the initial version of the RPG. 0 was a d20 and 2d10 system that was mostly made of random pieces, and 1 was a Vaesen/Forged In The Dark hack with a bespoke magic system. This is 2.
2.0.0 briefly looked like Powered By The Apocalypse because I got excited about Ironsworn, but now it's just a bunch of useful design concepts I can refer back to.
For Y, it's version 2 because I changed how backgrounds and clocks work before publishing here.
Z is for smaller updates within subsystems, or for text.
Removed
Nothing yet, gotta playtest!