{"id":649,"date":"2026-09-06T20:25:18","date_gmt":"2026-09-07T02:25:18","guid":{"rendered":"https:\/\/www.fluoriteguillotine.com\/blog\/?p=649"},"modified":"2026-09-06T20:25:18","modified_gmt":"2026-09-07T02:25:18","slug":"megalos-zone-based-tactics-and-cutscenes","status":"publish","type":"post","link":"https:\/\/www.fluoriteguillotine.com\/blog\/2026\/09\/06\/megalos-zone-based-tactics-and-cutscenes\/","title":{"rendered":"megalos:  zone-based tactics and cutscenes"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">After wrapping up our Sword World mini-campaign, our <a href=\"https:\/\/www.fluoriteguillotine.com\/blog\/tag\/meet-the-rpg\/\" data-type=\"link\" data-id=\"https:\/\/www.fluoriteguillotine.com\/blog\/tag\/meet-the-rpg\/\">meet the rpg<\/a> crew voted to explore <a href=\"https:\/\/mataramg.itch.io\/megalos\" data-type=\"link\" data-id=\"https:\/\/mataramg.itch.io\/megalos\">MEGALOS<\/a> by matara. I hadn&#8217;t heard of this game until it was proposed, but after reading the 354 page book, I was incredibly excited to play it.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The best way I can describe Megalos is &#8220;good soup&#8221;.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">It&#8217;s tactical, but it&#8217;s nothing like 4e. It&#8217;s got flashbacks and cutscenes, but they are invoked by the GM with limited player involvement rather than a tool for players to change the narrative. The skill system resembles &#8220;approaches&#8221; from Blades in the Dark, but success and failure are binary rather than nuanced. On the other hand, Megalos offers many ways to reroll dice, add additional dice, or lower the difficulty after the roll. Characters have bonds with each other, which allow you to gain experience at the end of a session and become <em>stressed<\/em> when you suffer <em>despair<\/em>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">All of these are good ingredients, and I think putting them in the same game has created an enjoyable system.  The issue I have is that the connective tissue between these mechanics feels thin at best.  At worst, some of the styles of gameplay compete with one another, leaving me to reconcile their rough edges as a player.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">this is a combat game with an rpg built around it<\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"800\" height=\"450\" src=\"https:\/\/www.fluoriteguillotine.com\/blog\/wp-content\/uploads\/2026\/09\/megalos_battle1.jpg\" alt=\"a zone-based battlemap.  there are six zones connected in a rough oval\" class=\"wp-image-652\" srcset=\"https:\/\/www.fluoriteguillotine.com\/blog\/wp-content\/uploads\/2026\/09\/megalos_battle1.jpg 800w, https:\/\/www.fluoriteguillotine.com\/blog\/wp-content\/uploads\/2026\/09\/megalos_battle1-300x169.jpg 300w\" sizes=\"auto, (max-width: 800px) 100vw, 800px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Let&#8217;s talk about what works for me.  In recent years, I have become strongly against position-based combat mechanics, as I have found that most games aren&#8217;t doing anything interesting with it.  Either &#8220;position&#8221; is very simple and most fights are the same, with both sides closing to an optimal range before settling in place, or position is tedious and you spend more time calculating line of sight than doing cool moves.  While I enjoy the latter more, the juice usually isn&#8217;t worth the squeeze once you make location and movement complex enough to be engaging.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Megalos solves this problem by finding a middle ground of abstraction with simple zones and a dynamic environment.  <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">There are four types of <strong>terrain<\/strong> that a zone can have.  The first type is &#8220;normal&#8221; terrain &#8212; nothing special about it.  &#8220;Difficult&#8221; terrain works much like you expect; it&#8217;s harder to move through, requiring two zones worth of movement to enter (unless you&#8217;re flying or teleporting).  &#8220;Lethal&#8221; terrain is any zone that inflicts damage when you enter it or start your turn inside it.  This covers obvious hazards like fire, but can also represent background threats like sharks in the water.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The fourth and final terrain feature, and my personal favorite, is <strong>power terrain<\/strong>. This is a terrain feature that is <em>applied<\/em> to zones in combat. During our battles, my character was able to create zones of healing and harm by channeling storm spirits. Power terrain abilities also overwrite one another, which makes gaining control of a battlefield a struggle if the enemy is also creating their own power terrain.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In my opinion, this is the crowning jewel of Megalos, and a tactical feature that I would have liked to see the game lean into <em>more<\/em>. Movement and position are burdensome in games when they are static features. By giving players the tools to create advantageous space, the battlefield becomes a fractal of interesting decisions. Unfortunately, only a handful of player classes are actually able to interact on this level.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">classes, callings, and roles<\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"800\" height=\"450\" src=\"https:\/\/www.fluoriteguillotine.com\/blog\/wp-content\/uploads\/2026\/09\/megalos_classes.jpg\" alt=\"cover art from Megalos\" class=\"wp-image-653\" srcset=\"https:\/\/www.fluoriteguillotine.com\/blog\/wp-content\/uploads\/2026\/09\/megalos_classes.jpg 800w, https:\/\/www.fluoriteguillotine.com\/blog\/wp-content\/uploads\/2026\/09\/megalos_classes-300x169.jpg 300w\" sizes=\"auto, (max-width: 800px) 100vw, 800px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Each player character has a <strong>class<\/strong>, which determines the combat mechanics used, and a <strong>calling<\/strong>, which is a specialization of that class with specific powers and abilities.  Your calling also (usually) determines your <strong>role<\/strong> &#8212; Striker, Support, or Tank.  These roles determine your stats and give you an extra ability like healing or passive damage buffs.  All of this is pretty standard for a tactics game (I am reminded of ICON), but let&#8217;s look at what the classes and callings actually <em>are<\/em>:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Invoker\n<ul class=\"wp-block-list\">\n<li>Astromancer (Striker)<\/li>\n\n\n\n<li>Chanter (Support)<\/li>\n\n\n\n<li>Raconteur (Tank)<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Throne\n<ul class=\"wp-block-list\">\n<li>Arklight (Tank)<\/li>\n\n\n\n<li>Champion (Striker)<\/li>\n\n\n\n<li>Shadowblade (Striker \/ Tank)<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Witch\n<ul class=\"wp-block-list\">\n<li>Draloi (Support)<\/li>\n\n\n\n<li>Psythe (Striker)<\/li>\n\n\n\n<li>Rune Magus (Striker)<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Invokers are summoners who <em>host<\/em> ethereal beings or cultural memories; they spend seals to activate powers unique to the invocation they&#8217;re currently hosting.  Thrones are warriors which use the magic present in their own life force to generate an aura they use while fighting.  Mechanically, they use strikes, counters, and combos to fight, rewarding careful sequencing and teamwork with incredible damage.  Witches are more traditional spellcasters, though they do not resemble classic mages and instead favor unconventional magic:  leeching, illusion, and runes.  They cast <em>cantrips<\/em> to build up magical power before spending it on a <em>sorcery<\/em> for great effect.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">During combat, players decide whether they will take a <strong>fast turn<\/strong> or a <strong>slow turn<\/strong>.  The former gives you two action points (AP) to spend, and you get to act first.  Slow turns empower you with three AP but you must take your turn after the NPCs.  I like this in principle, but I found it incredibly limiting during higher level gameplay, as the system lacks the flexibility of Lancer&#8217;s overcharge mechanic.  At one point, I realized it would take me three full turns to move across the battlefield, change to a healing invocation, and then use its arcana power to resurrect another player.  Without the ability to push yourself and take extra actions, it became infeasible to respond to situations rather than sticking to an efficient use of powers and abilities.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">worldbuilding<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Megalos is so familiar in some ways, but completely alien in others.  Even the classes are more reminiscent of those used by <a href=\"https:\/\/en.wikipedia.org\/wiki\/Destiny_(video_game_series)\" data-type=\"link\" data-id=\"https:\/\/en.wikipedia.org\/wiki\/Destiny_(video_game_series)\">Destiny<\/a> than classic D&amp;D.  This is the other strength of Megalos:  the lore of the Oradam Rift is deeply compelling.  While the game can be played with any setting you wish, I think that the Oradam Rift is as integral to Megalos as Doskvol is to Blades in the Dark.  <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The world of Megalos was shattered by several cataclysms, the latest of which has carved a sixth of the planet&#8217;s mass and sent it hovering into low orbit.  That debris formed into hundreds of floating islands called &#8220;holms&#8221; and is collectively referred to as the Oradam Rift.  The people living on these islands were largely isolated until the more recent development of airship travel, which uses the mutagenic <strong>palemist<\/strong> found below the Rift as a means of power.  I could spend hundreds of pages talking about the people, places, gods, and mysteries that populate the Rift &#8212; like the book itself &#8212; but I will just say that I can&#8217;t remember the last time I was this excited to explore the <em>default setting<\/em> of a game.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p class=\"wp-block-paragraph\">I think Megalos is fun.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I&#8217;m just not sure it has enough substance beyond its combat and worldbuilding.  <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The skill system isn&#8217;t tied to anything.  In Fabula Ultima, if you have a high Willpower die, that affects you both in combat and out of combat.  In Megalos, if you have 4 dice in Attune, that will only matter out of combat in situations where you are Attuning to something.  Every character has <strong>cutscene approaches<\/strong>, which act as skills that can be rolled during cutscenes to influence their outcome, but there isn&#8217;t any reason to roll anything except your highest-rated approach, nor is there a reason to upgrade your approaches with the infrequency that cutscenes occur.  Frankly, most of the time I felt no motivation to interfere with the outcome of a cutscene, as my character wasn&#8217;t there.  <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I spent a lot of time optimizing my character for the crafting subsystem (coalescence), but ultimately found it disappointing.  The mechanics limit the amount of rolls based on the rests you take, and the failure penalty is a little harsh.  I know I&#8217;m biased towards Fabula Ultima, but I think crafting systems are better when they don&#8217;t ask you to roll unless there is an incentive to succeed beyond not wasting time and resources.  For example, higher success values could give you higher quality items or refund materials or add additional properties to whatever you crafted.  Make me want to do well on the rolls enough that I will risk failure.  <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I am left with complicated feelings towards the system as a whole.  I would definitely play this game again, but I think I would rather stick to one-shots or short campaigns than long-form play.  In any case, I recommend checking the system out if you&#8217;re interested in dynamic tactical combat with unique worldbuilding.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>After wrapping up our Sword World mini-campaign, our meet the rpg crew voted to explore MEGALOS by matara. I hadn&#8217;t heard of this game until it was proposed, but after reading the 354 page book, I was incredibly excited to play it. The best way I can describe Megalos is &#8220;good soup&#8221;. It&#8217;s tactical, but <a href=\"https:\/\/www.fluoriteguillotine.com\/blog\/2026\/09\/06\/megalos-zone-based-tactics-and-cutscenes\/\" class=\"more-link\">&#8230;<span class=\"screen-reader-text\">  megalos:  zone-based tactics and cutscenes<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":650,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_post_was_ever_published":false},"categories":[164,9],"tags":[130,129,219,220,221],"class_list":["post-649","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-reviews","category-ttrpgs","tag-game-review","tag-meet-the-rpg","tag-megalos","tag-tactical","tag-worldbuilding"],"jetpack_sharing_enabled":true,"jetpack_featured_media_url":"https:\/\/www.fluoriteguillotine.com\/blog\/wp-content\/uploads\/2026\/09\/megalos_cover.jpg","_links":{"self":[{"href":"https:\/\/www.fluoriteguillotine.com\/blog\/wp-json\/wp\/v2\/posts\/649","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.fluoriteguillotine.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.fluoriteguillotine.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.fluoriteguillotine.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.fluoriteguillotine.com\/blog\/wp-json\/wp\/v2\/comments?post=649"}],"version-history":[{"count":2,"href":"https:\/\/www.fluoriteguillotine.com\/blog\/wp-json\/wp\/v2\/posts\/649\/revisions"}],"predecessor-version":[{"id":654,"href":"https:\/\/www.fluoriteguillotine.com\/blog\/wp-json\/wp\/v2\/posts\/649\/revisions\/654"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.fluoriteguillotine.com\/blog\/wp-json\/wp\/v2\/media\/650"}],"wp:attachment":[{"href":"https:\/\/www.fluoriteguillotine.com\/blog\/wp-json\/wp\/v2\/media?parent=649"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.fluoriteguillotine.com\/blog\/wp-json\/wp\/v2\/categories?post=649"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.fluoriteguillotine.com\/blog\/wp-json\/wp\/v2\/tags?post=649"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}