Category Archives: Game Design

NaGa DeMon: Ch-Ch-Ch-Ch-Changes

galaxycore_logo In the last post I revealed a few details about the rules system (which I dubbed Galaxy Core). One aspect I was not really happy with were Hooks. Yesterday I remembered that I actually had designed a similar mechanic for another game that never saw the light of day that I could easily adapt for Galaxy Core. Instead of up to three Hooks, each player now gets to pick three Traits: Concept, Motivation and Flaw.

The Concept is a short description of who your character is. This could be something like “Curious Explorer” or “Battle-hardened Veteran”. Motivation is a description of what drives the character on. It could be the quest for glory or riches, the belief in a greater good, personal revenge, whatever suits you best. Last but not least the Flaw is your character’s Achilles Heel. He or she may be vengeful, naive, impulsive, etc.

These traits are guidelines to better roleplay your character, but there are also some mechanical aspects. Each character now gets a new derived value as well: Resolve. Resolve is a measure of a character’s firmness of purpose or intent, his or her determination. Resolve can be spent in order to improve circumstances in the character’s favor and are regained when a character acts according to his Traits or achieves certain goals. You can spend Resolve to get a bonus to a Skill check if either your Concept or Motivation should give you an edge in the given situation.

A character’s Flaw can used by the GM to coerce the player to let the character act according to the Flaw, which gains the character a free point of Resolve. There will probably a couple of more uses for Resolve that I’ll introduce later.

What do you think of Traits? Do you prefer the more clearly defined traits over the rather loose hooks? Please share your thoughts in the comments below!

NaGa Demon: A look at the layout

Yesterday I spent several hours to work on the layout of my NaGa DeMon project Galaxy Rising. It’s already November 21 and when I want to get the game to a playable state, I have to focus on getting the rules done and into PDF form right now. One important part of game design for me is to make the game good-looking. Sure, you can run a game that only exists as a couple of notes on a scrap of paper, but that’s not enough for me. Below I have posted a couple of images that should give you a good impression of what Galaxy Rising might look when done.

So, what do you think about the layout so far? As always, your comments are highly appreciated! You can check out the layout draft in PDF format here.

NaGa DeMon: A question of character

icon-play Due to some unforeseen family crisis progress on my NaGa DeMon project is much slower than I anticipated. Luckily it hasn’t come to a total standstill yet. Today I actually managed to finish the character creation section and what better way is there to present a new system than by going through its character creation process.

The character we want to create today could be a typical League Soldier who we will call Commander Shep… eh … Farmer. She’s part of the LDF’s marine corps and has already seen some action. Since we want to focus on the mechanical side of things we don’t need a fully-fledged out concept yet.

Galaxy Core (that’s what I called the system powering Galaxy Rising) is a rules-light d%-based system. Each character is described by three attributes (Physical, Mental, Social – each ranked from 1 to 20) and eight pretty broad skills that get some more granularity by player-defined specializations that grant bonuses from +10% to +30%. There are also three values directly derived from the attributes: body points, Initiative, and Damage Bonus. Last but not least each character has up to three “hooks” (think of FATE Aspects) that help to flesh out the character.

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