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RPG Laboratory

Ain't been on here in a loooooooooong while

Wow it has been sometime since I have looged on here. Sorry about that. I get so caught up in somethings that I completely forget about everything else. I and my cohorts are still plugging away with our game design at www.oversoul-games.com.

Recently I have been to work on several things. This year marks five years of Dice Chucker. I am doing a slight revamp of the rules. Mainly adding some options to them. The big ne option is a simple abstract combat method. Basically I removing most of the movement complexities out of the game. All combat will take place on a battlemat that is 4 by spaces square. It is more like the old school early video rpgs. It does not matter if your hardy party of adventures are wedged into a tiny dungeon corridor single file. When I fight start it moves to a spacious 4X4 battlemat.

The battlemat allows for some manueverabilty and tactics while applying simple and orderly rules to ALL fights.

Why?

Well in playing games mapping out and following combat takes a lot of real time for very little in game time. Its gets confusing, and then gets boring. This is one of my attempts to balance that. Add some speed to the process with out steamlining all the tactics out of it.

On a final note I am glad to be back ad am already enjoying reading some of the stuff going on here and looking forward to dropping my two cents.

Welcome Back

I popped on your forums once or twice; I like your work. Good to see you back here