Recent content by attevil

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    Combat Systems: Weapon Strategies

    Sure weight could categorize weapons, light and heavy weapons, which could have game mechanics for weapon speeds or required strength of a character to wield a heavy weapon. These categorizes are simply what I found in common with the weapons I've come across, there were other categories I...
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    Combat Systems: Weapon Strategies

    Recently, I’ve been working on designing futuristic weapons for Cyber Run, a tabletop trans-dimensional RPG. I’ve found that most tabletop RPGs don’t offer interesting weapons choices. Many games contain a list of swords or guns, with the only major difference being their damage capability...
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    Creating Stories: Strange Discovery

    I’ve always liked stories with other dimensions. I mostly enjoyed the comic book Excalibur, written by Chris Claremont, because of its trans-dimensional adventures; the combination of the serious-minded characters finding themselves in strange and sometimes humorous situations was done well. My...
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    Twilight.png

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    Game Combat Systems

    All tabletop RPG systems approach combat in a different way. This article takes a look at several dimensions of RPG combat systems and how bits of each system influenced the creation of Cyber Run. I did notice that, in general, players are happy to see a move away from tactical combat with...
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    Approaches to RPG Design

    For Cyber Run we use character goals to determine results, but we use Moral which serves as mental energy. If bad things happen in combat, a character looses an argument or many other things his or her moral will lower. In the case of social actions against the character, the character can...
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    Approaches to RPG Design

    It's nice to boil the structure down to 16 rules, whcih covers everything.
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    Approaches to RPG Design

    If I was making a video game, then I would create a mini-game just for lock picking, but making the skill more complicated in table top might annoy the players, but that really depends on the game. A more story based non-action game could have lock picking as a big deal or a cat burglar game...
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    Approaches to RPG Design

    You Bring up a good point, its easier for new players to learn a game, if each game mechanic is similar, rolling a D20 for a skill check is same as rolling a D20 for an attack. But is rolling a die in both these cases actually fun or why is it fun? That question can be it's own article, so I...
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    Approaches to RPG Design

    I agree, a few articles back http://grumpogames.com/blog/table-top-games-the-d20/ I went through several game systems to determine the best rolling mechanic. I finally decided that the D20 was the best for me, because the D20 is basically a percentile broken into 5% parts. I felt 5% is the...
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    Approaches to RPG Design

    Thanks for reading! I think some designers begin with hacking, but then create a new system after they have changed the rules to an existing one and found that wasn't enough. That is why I called it bottom up, but whatever its called, its an approach to game design. I've read the rules for...
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    Approaches to RPG Design

    I agree, even with Christian values as a norm, which the alignment system seems to be trying to reflect, there is a lot open to interpretation. To me this is an indication that a game system is bad. I think D&D should have actually written up a list of things that are good, evil, chaotic...
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    Approaches to RPG Design

    Every month, as I’ve been redesigning Cyber Run, a futuristic table top RPG, I’ve also been writing an article based on subject I was redesigning. This month I was going to write about skill systems, but after overhauling our attribute system, I thought it might be more helpful to other game...
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    piece_turning.jpg

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    RPG Character Attributes

    Attribute scores are the foundations of every RPG character. Attributes determine the character’s epic qualities and their tragic flaws. In many video and table-top role-playing games, there has been a standardization of these basic attributes with a little variance determined by the focus of...
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