Showing posts with label master dice. Show all posts
Showing posts with label master dice. Show all posts

Tuesday, 4 October 2011

Focus and the Power of Stats

An example of Strength vs. Dexterity.
If you don't know who they are, shame on you.
I am the Warden!!

I've said it before and I'll say it again. One of my goals for the Optional System is to create a D&D-level of mechanics with the tone of an independent RPG. Disagree with this statement all you want, but the majority of major RPGs (meaning those released by big companies like Paizo, WotC, and Fantasy Flight) consist of locked rules, loads of charts, and enough pages to club your GM to death with. Independent games are built using minimal concepts, loose interpretations, and an emphasis on narrative rather than action. Fans of independent games love how they can "do more of what they want" without being bogged down by rules, while fans of major RPGs (man, I'm really hating that term) praise them for their clarity and precision. And here I'm looking to make some kind of hybrid. Good luck to me, right?

Flexibility seems the greatest difference between these types of games. There are elements to the Optional System I need to make clear and defined with no room for error, most of them relating to action and combat, but then there are others which should have room to twist, turn, and go nuts with. The player should be able to take their current selection of stats, skills, powers, and circumstance dice to describe their own actions in whatever original fashion they like. It is this ability for players to describe their own actions and participate in their environment to create mechanical benefits where I want this system to excel.

Wednesday, 7 September 2011

Racial Creeds

I am the Warden!!

(And if you didn't know that by now.)

An incredibly productive day yesterday with all the revisions to the Optional System plugged in and ready for more playtesting. But that's neither here nor there, because my only reason for telling you that is to start moving on to new material. And since I'm in a crazy creed-building mode, I'm gonna stick with that theme.

As the majority of my playtesting at home consists of fantasy campaigns, race plays a factor in our stories. Our monthly Friday night game doesn't really stretch the boundaries of the imagination: two humans and a tiefling from D&D. Yet no fantasy game seems complete without a wide variety of races, both classical and modern, to demonstrate the depth and scope of your world. As a human fan, it's rare for me to branch out into something else other than the adaptable human, but there's no denying the love for dwarves (aye, with a thick Scottish accent ta boot!), elves (though I feel their immortality or longevity has been poorly overlooked in nearly 95% of all settings), halflings, and for most others, gnomes. (I can't stand them myself. Long story.) Therefore, the time has come to start looking at how creeds can bring these races to life.

Friday, 12 August 2011

Skinning a Cat

I am the Warden!!

Let's not get into particulars with the title of today's post, let's instead focus on the intent behind the old saying "There's more than one way to skin a cat." It has nothing to do with the fact that my cat, Markus, woke me up two hours earlier than I wanted to get up because he threw up his food overnight and was now hungry for more. Despite how I feel about that little shithead this morning, I'm still a cat person. For now.

There are two reasons why this week has been quiet on the blog front. One, I've been pondering over two matters this past week: a publishing name and a new setting/game for the OSRPG. Two, I'm under specific order to play Legend of Zelda: Twilight Princess by one of my occupational therapists. I know, it's horrible, but she feels learning to control my stress by playing frustrating video games can be very helpful. And since I love Zelda games but can't stand the Z-tracking system, it's a perfect fit. Plus, I'm under orders to play video games for my mental health!! How the hell do you turn that down?

Thursday, 4 August 2011

Creed

I am the Warden!!

Remember the latest draft of Optional: Playtest? Yeah, scratch that. Got another one for ya. Version 0.2 now features Chapter 3: Master Dice and, more importantly, Appendix IV: Creeds. Which brings me to today's topic: creeds.

The initial design of the Optional System was intended as a classless system based entirely on spending training points and while that option remains, it was obvious a class-based system did have its advantages, particularly when it comes to drawing in new players. For this, concessions were made but the important absolutes remained. First of all, there are no "class levels" in the Optional System. For that, creeds have become templates for character creation.

Monday, 25 July 2011

Playtesting: The Stonehut Massacre

I am the Warden!!

I love playtesting. Correction: I especially love playtesting when everything works like magic. Our first regular OSRPG playtest went down on Friday and I could not be more pleased, not only because everything worked (for the most part, some things are still being tweaked) but everyone involved had loads of fun. We even had the unexpected benefit of introducing a non-gamer to RPGs on the same night and he found everything easy and disturbingly fun. (The fact that he had more ork guts spewed across his clothes was an indication of just how well the new guy did. Let that be a lesson to everyone out there - noobs can save the day.)

The Stonehut Massacre
Our story takes place in an unnamed world and continues to tell the plight of two watchers (think of rangers assigned to patrol the woods around their community) on the run from a legion of orks. Pushing their horses through the woods overnight, they came across a fortified stone hut belonging to an older human by the name of Jamus. With their wounds overpowering their urgency to reach the town of Haven, the two watchers took refuge in Jamus' home.