Nibiru Update #16 - Revelations
Saturday and Sunday saw us not just unlocking the second stretch goal, but also going past the 300 backers line! Woop woop! That's a grand achievement, and a great position in which to start the third week.
The second half of the Kickstarter is underway. This means that growth will continue to be relaxed until the last days, in which we expect the classic spike to show up. Kickstarters tend to have a valley curve, where most pledges happen at the beginning and at the end.
Today I wanted to talk about Revelations. I briefly addressed them here and there, but I honestly think they're one of the coolest parts of Nibiru. Revelations were designed with two particular objectives in mind. For starters, I felt like if the Memory mechanics were going to be the main engine of the game, I couldn't just stop there.
There's a lot of interesting potential, to toy around with how people write, what they write, and how it affects the world. I wanted to get more value out of the Memory mechanic.
The second objective was that I wanted the players to feel like what they wrote matter. Not everyone finds writing easy, and I didn't want to see the "I Remember" bit of every Memory becoming a slog.
So what are Revelations? They are basically a "power" of sorts (the effects of which are always linked to Memories), which you can unlock when reaching the end of a Journal Sheet (so, after writing eight Memories). They cost Memory Points to acquire, and there are several things that make them cheaper to acquire (for example, having some negative memories in your sheet, as well as writing memories of a certain length).
Revelations can be Passive (meaning they have either a permanent or a one-time-only effect) or Active (meaning you can spend a few Influence Points each time you want to use them).
...and that's basically it! Now, to give you an idea of how they're fleshed out, I'll give you some samples of Passive and Active revelations: