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RPG Laboratory

Roadkill's blog

Creating a points system.

Well for the last few days I have been working on a points system for equipping weapons and determining stat lines.

I have got the points system really well balanced & it includes a hard counter system which you can learn & use OR just leave be and enjoy yourself.

I think I've included weapon options that could cater for any humanoid(2 hands, 2 arms) model someone has built & all you have to do is look at a model, find the weapons it has, create the stat line, & play.

I've weighed up and balanced about 85 different builds and simulated combat with them & weighted the gold cost of their weapons and armour accordingly.

How to advertise

Well the rules are coming long quite nicely, I've got weapon tables up and running, started to out-line races and their stats. got the some playtesting done, got some hero abilities done etc...

Its all coming along quite nicely.

But now I wonder (for when the time comes)

What is the best way to get the game noticed?

The game is

-free
-open-sourced community project (anyone can contribute)
-easy to learn(might get someone to help with formatting the rules)
-quick to play
-combines wargame and rpg elements
-great amount of possible depth
-players control large battles with many models per side

update to alpha 0.3

I have updated the quickstart rules to alpha 0.3

The quickstart rules now include a small fully functional battle with heros and reinforcements. check it out(attachment).

For the list of changes I have added these sections

Reinforcing, (includes info on gates and gate captains)
Lines of Defense, (includes info on retreating capturing etc)
Heros, (includes info on special ablities, luck, fate).

It has been awhile...

I have finally come up with a better name of Role-playing Wargame

It shall now be known as

"Warriors of Fantasy"

Although this is a very bland and unimaginative title it gets the job done, it will probably not be the last title this game will have but who knows?

I have also created some quick-start rules, they can be found attached to this message.

The quickstart rules take about an hour to read though AND play. And go into thorough depth about combat, shooting & moving.

Do you think this is a good amount of time for QSRules to take?

Making Quick-Start rules.

although I haven't finished the alpha full rules yet...

I'm making some quick start ones!

I'm trying to make them so they are easy to understand, with plenty of examples which you can follow through and play-your-own game too.

Hopefully I will get them posted here in the next couple of days.

Changes to Alpha 0.1

After playing a test game last night I've decided to make it that melee units don't have to always move and attack the nearest unit, this means the game will move a little faster & it means you can make greater uses of zones of control (formations and defensive lines will be a bit more powerful because they will be able to hold formaton much better!)
But now your enemy will also have more control over his troops
and will be able to punch a hole in your lines that much better as well!

Also in the test game last night (which you can't find in the rules yet) we used heros for the very first time!

RPW Alpha 0.1 comming your way.

Here are some alpha rules for Role Playing Wargame(tentative title). I hope you like.

New RPG/Wargame.

Suppose its time to christen a new blog,

I'm currently designing a new RPG/Wargame. The reason its a RPG/Wargame is not because I can't decide which one I want to make, its because I'm making a game that will fuse both role-playing and mass combat into one! At the moment RPG systems tend to fail at mass combat by being to cumbersome to use (obviously, they weren't designed for it!). And Wargames tend to put more emphasis on even battles and simulation accuracy.

What my game will try to do is create an elegant way to combine detailed & personalised characters with massive battles while maintaining character roleplaying and combat depth and fluidity and playablity.

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