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Sometimes, Always, Rarely, Once (SARO)
S.A.R.O. (pronounced "sorrow") is a combination system reference guide (SRD) and tactical manifesto. It's a guide about making tactical roleplaying games.
The book is split into two parts. Part one is SARO: the manifesto. It's a set of rules and guidelines about making roleplaying games with interesting, tactical combat.
There are principles in here you can apply to your own games. Rules and suggestions about class design, terrain, encounter design, enemy design, item types, action economy, avoiding analysis paralysis, and more.
Part 2 is The Sorrows. It's a full Roleplaying Game about a team of superheros (the Sorrows). The game uses the principles laid out in the first part. First we tell you how it's done, then we show you. A rule, and an example.
Find out how to design powers that are interesting and fun, make combats memorable, and design games that are quick, dangerous, and provide players with meaningful choices.
SARO: Sometimes, Always, Rarely, Once.
The Name
The name comes from the four types of powers characters in SARO games have. Sometimes powers can be used once a scene and create quick effects.
Always powers can be used at any time, and impact only minor changes.
Rarely powers can be used once a session, and their effects linger.
Once powers are the culmination of your character's arc. They're big, powerful moves that change the world and take you out of the picture, usually in a permanent way.
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