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<blockquote data-quote="killxo" data-source="post: 5605005" data-attributes="member: 6673721"><p>hello everyone! it has been sometime since i have worked on Exodium, not too long but still, quite some time</p><p></p><p>recently i have worked on some additions to the story of Exodium; mainly the background of the Zev race. </p><p></p><p>here's one thing i think we can discuss about: how import is Story, or "fluff" as some call it, to an RPG? many could argue that getting the system down for playing the game to be the most important. i cant disagree with that, but i think if a RPG lacks in story and immersion, then it isn't a good RPG. many of my favorite RPG's had a good combat system and what not, but what was the most enticing was the story and my players role in that story. seeing it evolve and the plot twists, makes the immersion very heavy and you almost forget how long you've been playing for!</p><p></p><p>but i'm sure there is a limit to how much fluff is needed in a game. what do you think that limit is?</p><p></p><p>i have added a post to the blog about character pages too. i came up of an idea of how to stream-line and simplify the character pages of each user. the goal was to design a character page that had 2 sides: one side has the totaled #'s for the various formula's that dictate how much dmg they do, modifiers etc. , and the back of the page has the formula's in their entirety so players can fill change values when they level up or get a new skill or a new piece of equipment. the skills players use will either be on another sheet or players will simply use a compendium, part of the core game book, to see all the skills. i'm not sure about that part yet, i think it would probably be best to have a player skills book where they can fill out some kind of sheet which has default forms where they add in info for skills their player has from the main book and can then edit them later as they obtain new skills and when those skills get stronger and etc.</p><p></p><p>its summer time for me, which means i have a lot more time now to focus on exodium. although i am working about 4-5 hrs 5 days a week and i have a morning class twice a week, it gives me more time here and there compared to normal quarters. so, i hope to expand the story of exodium more which will help me come up with new races, factions, hidden plots, characters and possibly unique race specific skills/passives.</p><p></p><p>there's still a lot to work on, and i actually have a decent idea of a campaign setting players can start off playing in. i'll finalize that soon, as its part of the Exodium fluff. i think i could use it as structure for creating content: scenario's and battles and NPC's and what not.</p></blockquote><p></p>
[QUOTE="killxo, post: 5605005, member: 6673721"] hello everyone! it has been sometime since i have worked on Exodium, not too long but still, quite some time recently i have worked on some additions to the story of Exodium; mainly the background of the Zev race. here's one thing i think we can discuss about: how import is Story, or "fluff" as some call it, to an RPG? many could argue that getting the system down for playing the game to be the most important. i cant disagree with that, but i think if a RPG lacks in story and immersion, then it isn't a good RPG. many of my favorite RPG's had a good combat system and what not, but what was the most enticing was the story and my players role in that story. seeing it evolve and the plot twists, makes the immersion very heavy and you almost forget how long you've been playing for! but i'm sure there is a limit to how much fluff is needed in a game. what do you think that limit is? i have added a post to the blog about character pages too. i came up of an idea of how to stream-line and simplify the character pages of each user. the goal was to design a character page that had 2 sides: one side has the totaled #'s for the various formula's that dictate how much dmg they do, modifiers etc. , and the back of the page has the formula's in their entirety so players can fill change values when they level up or get a new skill or a new piece of equipment. the skills players use will either be on another sheet or players will simply use a compendium, part of the core game book, to see all the skills. i'm not sure about that part yet, i think it would probably be best to have a player skills book where they can fill out some kind of sheet which has default forms where they add in info for skills their player has from the main book and can then edit them later as they obtain new skills and when those skills get stronger and etc. its summer time for me, which means i have a lot more time now to focus on exodium. although i am working about 4-5 hrs 5 days a week and i have a morning class twice a week, it gives me more time here and there compared to normal quarters. so, i hope to expand the story of exodium more which will help me come up with new races, factions, hidden plots, characters and possibly unique race specific skills/passives. there's still a lot to work on, and i actually have a decent idea of a campaign setting players can start off playing in. i'll finalize that soon, as its part of the Exodium fluff. i think i could use it as structure for creating content: scenario's and battles and NPC's and what not. [/QUOTE]
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