What's Next for Murder Ballet


Murder Ballet is over a hundred downloads!

A massive thank you to everyone who's downloaded it, everyone who's shared it around, and everyone who's given me feedback!
I wanted to give an update on some of the tweaks/polish that I'm working on:

  • I still haven't had a chance to see John Wick 4, so any updates related to that film will be coming later.
  • I'm dramatically expanding the Ghost Stories tables. Still 4 rolls, but they're d66 rolls now instead of just a d6.
  • One critical piece of feedback I've seen is that the book requires a lot of jumping around. I'm exploring a few ways to reorganize everything to minimize that.
  • I want to add some d66 tables of mission prompts for the Host section.
  • A table of contents with hyperlinks.

There are also some design choices I'd be interested in discussion/feedback about:

  • I don't feel like Cold does enough. One idea I've been floating is that Cold contributes to a pool of "Determination points" you can use to auto-succeed on rolls. My thinking here is: it gives players some more agency, it gives all PCs a way to bypass Wound penalties, and it makes Cold a more valuable stat to invest in. It also reduces the players' reliance on Adrenaline Shots, which currently seem like a must-have item IMO. My main concern: if I make Cold better, well, then I probably need to find a way to make Hot and Wise more valuable, too.
  • I'm not satisfied with how Deadly wounds work. I think 2 wounds may just be too harsh, and I might just change it to 1 Wound, but you can't use Tough to save against it. That starts to set up a sort of "lock-key" relationship between certain types of defense (Armor and Cover) and different tactics to counter them (Armor-piercing weapons for armor, melee weapons for cover). Deadly weapons as an answer to Tough PCs/rivals leaves Swift as the best all-around defense, and I'm interested in exploring stealth as the possible counter for that. I.E, can't use Swift to dodge wounds caused by hidden characters. Since Swift also controls movement, it's already really good.
  •  Thinking about upping the 9mm Pistol to Burst (3), and the .45 Pistol to Burst (2).  Right now, the .45 is kind of "meh" compared to the 9mm and the revolver.
  • On the one hand, I like the loose, story-first approach to Associates. On the other hand, part of me wants to promote them to their own section, and give more concrete bullet-point lists of the kinds of things each Associate can do.
  • I want to add more enemies, add a pool of exploits for making custom enemies, and tweak some existing enemies (but this may wait until after I've seen JW4).

Again, a huge thanks to everyone who's supported this so far - I'm excited to see where this goes!

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