I playtested my first complete RPG ever, Mighty Ones (pdf). Please take a look at it, try it out and tell me about your experiences. Thanks.
Mighty Ones version 2008. 00. 00.
Re: This is pretty cool
Thanks. That's a really good idea using miniatures - I wouldn't have thinked of it. I hope you have success getting together a party.
Interesting idea
I like the look of this - I don't know how much repetitive play you could get out of it (and probably won't until I try to run a game), but as an idea it's got definite appeal.
I'm curious - when you create 'a' creature, are we talking a whole species or an individual creature?
Re: Interesting idea
Thanks. We played this for enjoyment twice in one common session (at the beginning and at the end) and we couldn't await to play the second time. We became more ambitious (creating time and space at the start of the game) wich added to our enjoyment, so I hope repetitive play will make it more enjoyable, since the players are learning.
And the answer is: you are creating a whole species. You have to define the amount of the creatures. For example if you have "a mountain" and "a desert", you can create a new creature called "dragon" and can tell to appear 500 of them "on the mountain" and 750 of them "in the desert". As you wish.
Full of questions
Interesting, reminds me a bit of a game chef entrant to some extent. I have a few questions that get in the way of playability, but maybe I'm misinterpreting something.
An action can't be preformed with an attribute at zero - yet they are raised by use. (Does it have to be a successful use?) Are these changed by the actions of creatures, or else how do you get an initial rating in the control/destroy scores?
Presumably places are created the same way as other entities?
Now its probably more my style of play, but the lack of a defined goal seems to stand out.
One element you might want to add is a time limit to declarations. Since the effect is defined by the number of descriptors, some people might be inclined to take quite a while to ensure everything is phrased just so. Furthermore, this puts a bit more challenge into maintaining high level powers, or encourages a loss of power with a lack of forethought. If you recall old stories about 2 page descriptions for wish spells, then you know what I'm trying to prevent.
Its defiantly a unique game, it'll be fun to see where it goes.
There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.
Re: Full of questions
This was at the start a 24 hour RPG but got iterated afterwards.
The traits can change on two occasions:
- at the end of the turn of the mighty one: it is based on the description of the deed at the beginning (for example if you would like to create a creature with 4 characteristics, that is described at the beginning of your turn, but your create trait will get lowered by 1 at the end of your turn) independent whether it was successful or not!
- at the end of the round depending of what the creatures did: this changes only those mighty ones' traits who performed a successful deed, because "it's their fault" what the creatures did so to say
Wich means that if you want to raise any of your traits wich is 0 at the beginning of the game, you have to create creatures who do things for you to raise them.
There is no difference between places and entities. For example the basic nature of a mountain can be to be tall and unclimbable wich means that it is happy when noone can climb it. On the other hand a knight can visit the dragon, wich means that he is "at the dragon".
I didn't think about any defined goals, because as I saw it, RPGs have no defined goals. This can be maybe a problem, I don't know.
If I would add a limiting element, that would be something wich limits the length of descriptions based upon how long descriptions can still be understood by the other players. I don't want to make this into a speed game, where the quicker "wins". But I would like to limit somehow this two-page-long thing wich is only a problem because the players can't follow what happen and not because the mighty ones can get mighty.
Not to misunderstand: the concept is that the mighty ones ARE mighty.
I hope you'll try it once. Or twice. Or more. :)

this is pretty cool
I wasn't too sure about this at first. but once i started reading it I really liked it.
years ago (long before i was even online) my friends and I had a game kinda like this we played with note books where we would create worlds and creatures and what not then take turns invading each other or making alliances, I wish we had better rules then. we didn't have much structure then and now i don't think i could find players.
still this is a fun game and I'm thinking of forcing some of my current crew into trying it. i think it would be fun to try with miniatures, ya know to mark off locations and creatures that have been created.
Keep up the good work