Student Protectors of Malaysia - v0.03 Changelog


  • Moved "Playing the Game" section forward, ahead of "Making Characters" to explain up front what the game is about and what to expect. This should help to better set the tone and stakes before character creation.
  • Updated terminology for GM role to "Student Coordinator" to reinforce the theme and setting. Wording on Moves have been updated to suit.
  • Expanded "Playing the Game" section to give a better explanation of how the game runs, though will still need to be expanded later as it assumes some prior knowledge of RPGs and PbtA systems.
  • Added Principles for the game, also serving as design goals and guideposts. Reminds players and designer to keep in mind the mundanity and obligations of student life against teen drama (Masks) or superheroics (non-teen superhero fiction). Ideally, should be closer to My Hero Academia though skewing more slice-of-life than bombast. Principles are:
    • Contrast the fantastical and the mundane
    • Connect the mundane to the fantastical
    • Powerful but not independent
    • Local heroes, big dreams
    • Play hard, play safely
  • Updated terminology from "Concerns" to "Drives", to imply a more positive, active effort since the theme of "obligation" will now be reinforced somewhere else.
  • Moved up the "Extracurricular Moves" section to be right after "Making Characters" to keep all the character creation rules together.
  • MAJOR RULES CHANGE - Added "Obligation Clock" and "Danger Rating" mechanics. The Obligation Clock is added to reinforce the theme that the student players still don't have full autonomy and need to balance their superheroic life with obligations to school and family. The clock resets to a random number and counts up. When it is full, the student players are pulled away to deal with a complication from their obligations which can then provide a chance for the Danger Rating to increase, which increases the danger and difficulty of the threat they have to deal with. This should act as pressure to keep on top of their obligations, since the clock only ticks up if they ignore their obligations. However, players also get the chance to ignore the complication by paying Stress and increasing the Attention Level. The three clocks (Obligation, Danger and Attention) are interlinked and the players should work to balance the risk of each.
  • MAJOR RULES CHANGE - Attention Level now triggers Protector Phase on 4 rather than 6. This should increase the probability of triggering the Protector Phase early, providing more narrative options and keeping players focused on the interlinking clocks. When Attention Level reaches 6, it now ends the Protector Phase as the Threat becomes too big to ignore. This acts as a "fail state", which makes keeping the Attention Level down a higher priority than before. Attention Level now also clearly maps to fallout and consequences on the town and bystanders as the players deal with the Threat.
  • Moved "Harm and Stress" to its own subsection rather than lumping it with the Free Moves.
  • Removed references to "Harm Rating", all stats for Threats are now covered by Danger Rating.
  • Added Trait options to customize Threats (Resilient, Dangerous, Loud).
  • MAJOR RULES CHANGE - "Aftermath" section and associated Move has been revamped to work with the other rules changes. Aftermath Move now introduces complications for future sessions (could be expanded to work like Entanglements in Forged in the Dark games).
  • MAJOR RULES CHANGE - "Take A Breather" Move revamped to work based on how many players participate, giving bonus Faith on rolling the same number as someone else. This was done to reinforce the feeling of hanging out together and adds a new way to get Faith.
  • MAJOR RULES CHANGE - "Learn From Experience" Move revamped to use a die roll rather than straight up turning Experience into resources and now improves the Drive rather than Subject Score. "Develop Your Powers" Move has been removed and folded into the Drive clock and Experience progression. This focuses character's superhero/'powers' progression onto the Drive clock (while Subject Scores improve stats) which should provide more narrative hooks for players.

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