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Worlds of Design: Why Would Anyone Write a RPG?
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<blockquote data-quote="Jraynack" data-source="post: 7778725" data-attributes="member: 13894"><p>Thanks, that is most welcomed, and, well, I must admit, it’s been a long journey since my Kickstarter for the project failed almost 8 years ago. </p><p></p><p>It was a difficult task to create a true RPG (rather than a board game variant) into a deckbuilder, but a good one.</p><p></p><p>Aside from my own gaming experience for the past 30+ years, I’ve read hundreds of RPG systems and combed thousand of posts, learning what players saw as strengths and weaknesses in RPGs in general.</p><p></p><p>I absorbed all that to offer a different role play experience, all the while creating a game to allow the stories I want to tell, and I believe I’ve done both.</p><p></p><p>My goal was to focus on role play, but still kept a solid system in place to determine success and failure.</p><p></p><p>For one, I eliminated target numbers (the game does have a difficulty system), so instead of counting modifiers and adding numbers together, players role play their characters as they play action cards. Each action card is tied to an ability.</p><p></p><p>Second, the character deck possesses a series of algorithms, like a computer program, running in the background (so to speak). </p><p></p><p>It keeps track of fatigue, wounds, and sustainability against damage, among other things. It is also serves as a timekeeper for special abilities, such as mana for spells.</p><p></p><p>This later feature allows characters to cast spells whenever they like, and places the burden on players as to the amount of magic they cast as well as the power level. This eliminated the need for a Vancian or spell slot/points magic system. Players must balance their own magic ability or suffer consequences.</p><p></p><p>I’ve learned the character deck is essential for the Game Master and players to focus on the story and describe cinematic actions, without being bogged down with numerous dice rolls and math.</p><p></p><p>As you can see, I’m pretty excited. I’ve kept it under wraps for many years and now feel I can start talking about it - almost like a castaway being rescued from a deserted island.</p><p></p><p>I should be making a pre-announcement soon, and launching a Kickstarter later this year to help fund artwork. </p><p></p><p>If you wish to follow the progress, it is Alea Publishing Group (apg-games.com or Facebook). Though, I haven’t updated the website in a while, so it might have much older info pertaining to the game. </p><p></p><p>As a small publisher, a lot of what I designed is deep under the radar, therefore my credentials suffer that fate as well, but I did design Blood Magic. It turned out to be somewhat notable over at DMSGuild.</p></blockquote><p></p>
[QUOTE="Jraynack, post: 7778725, member: 13894"] Thanks, that is most welcomed, and, well, I must admit, it’s been a long journey since my Kickstarter for the project failed almost 8 years ago. It was a difficult task to create a true RPG (rather than a board game variant) into a deckbuilder, but a good one. Aside from my own gaming experience for the past 30+ years, I’ve read hundreds of RPG systems and combed thousand of posts, learning what players saw as strengths and weaknesses in RPGs in general. I absorbed all that to offer a different role play experience, all the while creating a game to allow the stories I want to tell, and I believe I’ve done both. My goal was to focus on role play, but still kept a solid system in place to determine success and failure. For one, I eliminated target numbers (the game does have a difficulty system), so instead of counting modifiers and adding numbers together, players role play their characters as they play action cards. Each action card is tied to an ability. Second, the character deck possesses a series of algorithms, like a computer program, running in the background (so to speak). It keeps track of fatigue, wounds, and sustainability against damage, among other things. It is also serves as a timekeeper for special abilities, such as mana for spells. This later feature allows characters to cast spells whenever they like, and places the burden on players as to the amount of magic they cast as well as the power level. This eliminated the need for a Vancian or spell slot/points magic system. Players must balance their own magic ability or suffer consequences. I’ve learned the character deck is essential for the Game Master and players to focus on the story and describe cinematic actions, without being bogged down with numerous dice rolls and math. As you can see, I’m pretty excited. I’ve kept it under wraps for many years and now feel I can start talking about it - almost like a castaway being rescued from a deserted island. I should be making a pre-announcement soon, and launching a Kickstarter later this year to help fund artwork. If you wish to follow the progress, it is Alea Publishing Group (apg-games.com or Facebook). Though, I haven’t updated the website in a while, so it might have much older info pertaining to the game. As a small publisher, a lot of what I designed is deep under the radar, therefore my credentials suffer that fate as well, but I did design Blood Magic. It turned out to be somewhat notable over at DMSGuild. [/QUOTE]
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