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RPG Laboratory

Design

The John Wick injection

I've been watching and listening to a lot of RPG podcasts and recently came across something by John Wick on youtube about his new game houses of the blooded and how he wanted to give some power to the players. Now personally, I'm all about player empowerment, as I like to GM like a complete bastard, and in return, I give my players plenty of options to try to best me in wits. Those fools. It makes for interesting games of oneupmanship, which I think is essentially what the collaborative storytelling part of RPGs is all about. "Oh, you think you're cool, well watch this!" I like that. So now, thanks to John Wick's far spanning wisdom, I found a cool way to give my players some power, and also some temptation. Here's how it works.

The list

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So, today I was thinking about making characters, and the thing about my game is that it makes some things really easy on the GM. Things like monstrous and redeeming traits give the GM a lot to work with, plot wise. However, also it can turn off some players, namely players like my friends. They are dyed in the wool players of d20 who rank min/maxing characters as one of life's great pleasures. In this game however, things are very nebulous. You make up your own skills, you have to say what your character as a monster believes in and is addicted to. This was a hard concept for my buddies to wrap their head around. To help simplify the whole deal, I made a quick questionaire for my players. I gave it to one of my friends to make a character with, and I'll post what he put down later when he gives it back. Here are the questions, and why they're important.

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

Army man

Hi anyone that wants to give me tips on making a good rpg were you are a soilder trying to help a injured man get safly to a field hospital, that would be nice.

thanks

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).

Legacy of the Beast Man

I'm currently working on my new adventure game book going by the working title of Legacy of the Beast Man. I'm using the Game Book player program to make it and it's pretty good actually.
The gist of the game is this: You play as a guy who has been summoned for a continent-wide combat tournament where the winner gets the gift of immortality. However, the fighters, including you, are all shapeshifters or Beast Men, who can take on the form of a humanoid beast when fighting. Your character is a rare breed of Draconian, the most powerful Beast Man. It's your job to travel from city to city fighting in tournaments until you win the gift of immortality.

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.

SpellCaster CardGame Near Complete

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SpellCaster Basics

Requirements: Graph or hex game mat/paper for a playing field, 2 playing pieces and 2 standard poker decks (52+Joker) or 1 piece and 1 deck for each player.

Set up

Players shuffle their decks.

Burn card -Draw the first card from your deck and place face up next to your deck to create a discard pile. Burn cards help honesty.

Each player Draws a hand of 7 cards.

Spell Preparation:Charge cards by placing them from your hand face down in front of you, creating prearranged spells if possible. You may refer to the spells list. You do not have to Prepare any spells, but you may not continue until your hand equal 5 cards. It is acceptable to achieve this by discarding two cards or by Drawing only 5.(It just is not a good strategy.)This is a rare time when you may Charge more than 1 card or even every card in your hand.

Dark Valhalla

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Hi. My name is Legend (realy). I'm a bit of a closet gamer/geek. Most of my time is spent playing bass guitar, writing music, working, drinking beer, girls, and partying.
Most of my friends and band mates are the same way. But in my down time, I really like designing board/card games. Most of which are adventure themed and solitaire. Anyways, I have 3 games finished so far and one variant of another homebrew game. Here is my latest project though. A pseudo rpg called Dark Valhalla. This is just a skeleton of the game. My design doc. I was hoping to get some feedback. Please let me know what you think. (it's not complete and it's a little scattered.

SpellCaster CardGame first draft

Spellcaster Cardgame

This is another MACE-like card game for 2 or more players designed to defeat CCG's such Magic:the Addiction. These are only very rough text notes. I hope to have a complete version ready for playtesting pretty soon.

Game phys requirements
Hex/graph paper or playing mat
2 pokerdecks standard 52 + joker
playing pieces to represent players on the board

Cardtypes/Actions
Attack
Spades-Strike
Clubs-Energy
Defend
Diamonds-Block
Hearts-Dodge

Set up/Spell Preparation Phase
Shuffle
Burn card -Draw top card and place face up next player deck to create a discard pile.helps honesty

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