Game Design

What about Advanced Feats: The Summoner’s Circle? A review…

On earlier posts I have reviewed the two previous installments of the Advanced Feats series by Siegfried Trent, Secrets of the Alchemist and The Witch’s Brew, published by Open Design. This third outing, The Summoner’s Circle, focused on another classe introduced in the Pathfinder RPG Advanced Players Guide, doesn’t disappoint. On the contrary I would say that with every installment the series keeps getting better and better!

Open Design was kind enough to provide a review copy of the book and I have put it to good use. While the Alchemist was a interesting read and the Witch’s book helped me create a dastardly villain the players will soon face in my weekly Pathfinder game, the one class that has been in use since the Advanced Players Guide came out has been a Summoner. This book will surely see use at my table. If you are intrigued by the Summoner, itching to play one, or are currently battling the forces of evil with an eidolon at your side, this book is for you.

Want to learn more? Read on…

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Freebie: Arcane Heroes

Arcane Heroes Yesterday I finished my first play-through of Fable III, the latest game by Lionhead Studios. For some reason this game inspired me to create a 5-paged roleplaying game which uses a few elements similar to what we see in the video game.

Characters in Arcane Heroes are members of ancient bloodlines which have produced many great heroes (and dreadful villains) in the past. But the world has changed, the industrial revolution has shaken up the old order. The ancient bloodlines are all but forgotten, but in these dire and gloomy times, heroes are needed more than ever.

Arcane Heroes uses a simple dice pool mechanic and contains all the rules needed to play a game. Currently there’s no real campaign setting nor a character sheet. Since I have pretty much written the whole document in one session earlier today, it’s not edited nor play tested. (Hmm, why I don’t participate in any 24-hour-RPG contests is beyond me…) So, you have been warned! :)

If the rules survive the first playtest I might release a more complete edition of Arcane Heroes (including a setting and a character sheet) in the future. You can check out Arcane Heroes by clicking here. I’ve also embedded a preview into this post which you can access by clicking “Continue Reading” below.

[UPDATE]: Some people are not comfortable with Scribd, so I added the download to my Google Site as well.

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Gears is not dead yet

Some of you may still remember that I was working on another RPG project earlier this year, called Gears. In June I decided to put Gears on a backburner and focused more on Warrior, Rogue & Mage. I had put too much pressure on myself and Gears wasn’t really turning out the way I wanted to.

Some days ago, I looked at what I’ve written months ago and started thinking about what I want to change and what I want to keep. The 3d6 roll-under dice mechanic will be mostly unchanged, but the degree of success/failure will play a larger role than before especially when it comes to combat and weapon damage. I’ve also overhauled the skill system. The skill ladder is still there but I made some tweaks. The talent system in Gears will be close to what you’ve seen in WR&M. I also love the Fate points from WR&M, so expect to see something similar in Gears, too.

Overall Gears will still be rules-light but it will definitely more crunchy than WR&M. I have some great ideas for character creation but I don’t want to spill the beans right now. But rest assured that Gears is not dead yet!

Designs from the Mind – product development part 2

Welcome back for part 2 of my blog posts on RPG product development, for those who may have missed part 1 and would like to catch up with the conversation so far click here. For everyone who is keen to carry on, here we go…

So we’ve got our idea, done some market research, and worked out who we are looking to target with our product and now in steps the search for format. In my case it wasn’t viable to look at hard copy products at this stage as being an indie author I believe I can get more bang for my indie budget buck by producing electronic products and in this instance a pdf was my preferred option. This not only gave me a realistic product type but a product that will be able to be viewed pretty ubiquitously and across different formats from computers to phones. So a big win there. As a side note my yearn for accessibility was driven by feedback from a survey I took about e-products, the results of which can be found here.

Next was the hurdle of making my game world actually attractive to people to purchase as there are some big issues with this type of product due to a large aversion for change. Realistically my total market will be small in comparison to other segments such as adventures however I see it as also being the most rewarding. So in my mind some of the greatest hurdles come from loss of knowledge, the GM now has to pretty much throw away everything that they knew about their current or previous world and learn mine, players on the other hand don’t have this as much of an issue as part of being a player is discovering the lands and surroundings so if it’s all new then there is more opportunity, scope and excitement. So with much of my work I’ve tried to provide player opportunities associated with societies, classes and areas as well as adventure hooks to help highlight possible ways in which players can interact with aspects of the world or how those aspects and organisations would influence the player’s progress. I think that this is important as it helps to bring about some engagement for GM’s and players alike as they read through my products.

So who is my game world aimed at, essentially people who are just starting up with fantasy role playing or coming from a different genre into fantasy, GM’s tired of their old world and looking for something new to challenge their players with and GM’s who are looking to switch campaigns and looking for a new setting.

With all of these aspects understood and worked out I set to writing and after a metric ton of writing and typing I had a proof of my product, then set about doing three things simultaneously. Firstly was to organise and send my product to three separate editors. As an impoverished indie writer I had to rely upon friends and family as opposed to a professional editor so I had to choose who edited my work very carefully and found a group of people who would look at the work from different angles and who actually knew how to edit properly. Secondly was to organise artwork. For this I decided that I would put all my cash into the cover art for the initial release and use the funds generated from ‘early adopter’ sales to build in artwork throughout it at a later stage, and as a reward for those who did purchase early in the piece I do thank you and when The Blood Soaked Lands is updated I will be sending you a free upgrade for your support. Thirdly was to learn some software that would allow me to design my product, in the end I went with Scribus and am very happy with how it turned out, its relatively easy to use and gave me the functionality such as embedded hyperlinks and display options that suited the look and feel that I was going for.

So several weeks later when all the editing was collated, the cover art and map work done, I put it all together and produced The Bloodsoaked Lands. A piece that I am proud of and a work that I hope you will consider if you are looking at a new world setting or just a new setting to be placed within your current world.

As a sneak preview of my second work I have provided below an excerpt, this is a small section that details the mindset of one of the people within it, a nation of tribes known as Gracia.

“I place the soles of my warm deer skin boot softly upon the ground; their supple hide base makes little noise upon the ground cover.  My shins part the leaves of the ferns that make a green blanket for the forest, covering it a foot and a half above the soil. The air is still damp from the night time rains and all around me I can hear the dripping of water from the leaves as the last of the rain drains from the canopy above to the forest floor.  There is little breeze this morning and my warm breath clouds in the chill air as I exhale. The forest is clear now, the fog of the morning has lifted and it has been cleaned from the previous rain. I have marked my body with woad to signify my intent to others, now it is time to hunt.

Looking to my left I can see my uncle, he is crouched against the trunk of a large tree, his bear skin cloak wrapped around him as he waits patiently, in his hands is a fine bow and although I cannot see it I know that he has an arrow knocked ready to release at a moment’s notice, he is a skilled hunter and in the absence of my father he has taught me all that I know.

I take a few steps forward and like my Uncle I rest my back against a nearby tree and search for my brother.

It is not long before he reveals himself and with a hand motion he signals for us to move. He has spotted our game and now it is time to make a kill and then it will be time to feast.

This is our world and this is my part in it.”

WR&M in the pub

Villa Konthor vault Yesterday we had our monthly RPG pub meeting in the Villa Konthor in Limburg. This time I introduced our regulars to WR&M, my rules-light fantasy roleplaying game. The five players had no trouble creating the characters and they embarked on their first adventure in the Fallen Imperium in no time.

The premise of the game was that they player characters have been drafted into the Cemimus militia and where ordered to relief another group of militiamen which has been garrisoned at a former Imperial watchtower in a remote area. On the way to the watchtower they had their first small fight when they were ambushed by a group of ruthless bandits. We used the rules from The Art of Combat to make things more interesting. We also used the “Armor reduces damage” option. Combats were fast and fun, but I noticed that the system is still a bit rough around the edges.

All in all the players very much enjoyed their first session of WR&M but there was also some criticism. The “exploding dice” rule can pretty much unbalance the game and weapon damage is a bit off. One of my players noticed that his axe caused less damage than a longbow, which didn’t make that much sense to him. And I have to agree, the game’s rules currently favor ranged weapons.

At the end of the session we hadn’t quite finished the adventure, but all the players told me that they are interested to play WR&M again. Next month I’ll probably run a game of Dungeonslayers 4th Edition, but after that I might run some more WR&M for them.

I will also make good use of the feedback I’ve gotten so far, to gradually make WR&M better. Don’t expect a new edition too soon, but there might be a 2nd edition of WR&M in the future.

Designs from the Mind – product development part 1

So you’ve thought about it for ages, you have this great idea to turn the game world that you have been lovingly creating with your pen and paper group for the past several years and into a product for people to buy, but how do you go about designing an actually package for people?

Sound familiar? This was the early and initial thoughts for me as well, for twelve years we’d been playing in a game world that we had created and during that time we’d always said to each other just that, “wouldn’t it be wicked to write all this stuff down and create products for people.” For me the opportunity came along and I have not only done just that I have started to make some success as well, so I thought I’d share my approach to design for getting what’s in my mind out to the fantasy fans and maybe encourage a few others of us in the community to do the same in this two part blog post.

Now my approach certainly won’t be for everyone but I found it a good and practical approach. It starts with initial concepts being driven by my own opinion, thus I wrote down the main areas that as a playing group my friends and I found the most fun, what was most detailed and also brainstormed where I can go with each option. This gave me a list of world areas that I could start in and possible product lines. The next step was to do some market research, this included looking at current product lines of existing companies, both major and indie, running stats on what people were searching for in search engines, reading forums and community sites and defining my target audience. This gave me an idea of what people are talking about and what they need but don’t have and this breeds an opportunity.

Next is tying in what I have with what people are looking for and match that with my skill sets, for example one of the things that I identified was that heaps of people were looking for free online browser based RPG games, which would be wicked as I have a love of pc games and have a detailed world in which I could use. The issue there was that I had no scripting ability, bummer! But other opportunities abound.

So once I had done my market research and decided what I can produce that people are wanting and that will have longevity, as remember people out there are looking for solutions to their problems, so as nice as it is to create something that you want to just because you like it, it doesn’t mean that its commercially viable I matched it all together and started furiously writing, planning and creating my first product. But midway through I thought “how’s it going to look?”

To find out you’ll have to wait for part 2 …

Free Stuff Friday: Synapse

It’s Friday and it’s time to give you some more free stuff!

This week’s Free Stuff is: Synapse

Synapse is a new RPG written by Greg Christopher. It was just made available last week as a Public Beta, to be improved over the course of the next few months into a final release. The PDF is nearly 300 pages long and in full color with stunning art donated by artists from around the world.

The game is a completely open-ended universal system with strong emphasis on character depth and personality. The primary elements of a character are seven mental attributes, including the namesake Synapse. In addition to these, your character chooses from 21 talents to customize precisely what their brain is good (and bad) at. This brain is then placed in a physical body. Build a race using a point-buy system from nearly a hundred biological characteristics; ranging from mandibles to turtle shells to wings to echolocation. This is followed by a similar system for culture where you define the society from which your character springs. Build any culture from Ancient Egypt to the Galactic Empire. Your character is the given life experiences using another point-buy system, where you make choices about your education, siblings, parentage, and more. All of these systems feed into a personality model to build a unique personality from 22 different motivation values. You define what exactly drives your character in their daily life. Choose from six morality models that go far beyond good and evil. On top of this, you build a network of NPCs which your character has met over the years. These NPCs integrate you into the social fabric of the game world, providing resources, contacts, allies, and more. Finally, choose from a long list of skills for any setting you need and buy your starting equipment (or property, if you are rich enough). As you can see, this game generates characters of stunning complexity.

The game uses a d6 success-based mechanic to determine success/failure at tasks. The combat system involves a bullet-time model that resolves quickly and decisively. The game also includes a conversational mechanic where you can pick and choose motivational appeals to make in your adversaries to influence their decisions. Even if you choose poorly, you get a few chances to attempt to get the conversation back on track. It also has a standard roll-vs-difficulty and a manuever mechanic that works for chase scenes; from horses to starfighters. Your body is represented by three values; strength, endurance, and resilience (resistance to toxin/disease). You can take damage to these values independently as if they were different kinds of hit points. You also track mental stress to determine how well your mind is able to keep it together under adverse circumstances. As you take stress, you start to get shaky and make mistakes. If you reach a critical stage, your brain shuts down and you withdraw into a catatonic state and cower on the floor.

Since the game emphasizes the brain and not the physical form, it easily supports any setting. Your mental skills are used to run all the mechanics, not your body. Instead of drawing upon your physical body, simply replace your body with the values of a giant Mech and take to the field as if you were merely a giant armored combatant. Build a new body as a vampire, choosing from dozens of vampiric powers. Or teach yourself magic and choose from dozens of magical abilities.

Synapse is a powerful character development engine that can be used to play any setting, any genre, any game that you desire. You owe it to yourself to check it out. And give Greg some comments on his forum so that he can make the final build the best that it can be.

So take a moment and check out Synapse. Download the pdf, and check out the blog. Maybe even give Greg some feedback to make Synapse even better then it is! As always be sure to thank Greg for the free stuff!

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