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RPG Laboratory

Design

Designing a fully-functional RPG

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Character Creation

Name
- Player
- Character

Race
- Size
- Height/Weight
- Traits
- Abilities
- Parameters
- Language

Class
- Traits
- Abilities
- Parameters
- Companion

Environments
- Terrain
- Weather
- Disasters
- Hazards
- Obstacles
- Features

Equipment
- Weapons

- Armour
-> Light Armour
-> Medium Armour
-> Heavy Armour
-> Exotic Armour
-> Xenic Armour

- Accessories
- Tattoos
- Piercings

Magic

- Arcane
-> Divination
-> Abjuration
-> Conjuration
-> Transmutation
-> Evocation
-> Illusion
-> Necromancy
-> Restoration

- Divine
-> Good

Live Game

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Game World: North America
Time Frame: Present
Enviornment: Real Life
Game Name: Live Game

Premise: If you have ever seen the movie "The Game" (1997) then you have a very basic understading of one thing that has influenced the vision of Live Game. Additionally, the TV show "Cha$se" by the SciFi Channel boosted my vision and ispired me to quit dreaming about Live Game and set out to see if my ideas are truly viable.

So, with this said lets look in detail at the premise of Live Game. Imagine a game world that takes plance in real time and combines the advantages of modern communications and electronic advances (iPhone, GPS, FRS, Skype, IM, the Internet, etc..) with a set of simple rules that provide the framework for players to participate nearly any time they wish.

Live Game

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Game World: North America
Time Frame: Present
Enviornment: Real Life
Game Name: Live Game

Premise: If you have ever seen the movie "The Game" (1997) then you have a very basic understading of one thing that has influenced the vision of Live Game. Additionally, the TV show "Cha$se" by the SciFi Channel boosted my vision and ispired me to quit dreaming about Live Game and set out to see if my ideas are truly viable.

So, with this said lets look in detail at the premise of Live Game. Imagine a game world that takes plance in real time and combines the advantages of modern communications and electronic advances (iPhone, GPS, FRS, Skype, IM, the Internet, etc..) with a set of simple rules that provide the framework for players to participate nearly any time they wish.

Kingdom Come: Mechanics

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=======[ KINGDOM COME ]=======
Forward:
The last post may have left a few of you thinking "Big intro, no content", rest assured I'll post it as I work on it.

Anyway I thought I'd start with the core mechanics. Essentially
a players "avatar" or character is a collection of textual attributes and simple statistics.

When designing the layout for characters I realized even with simple mechanics an RPG could falter at the character-building stage. Who wants to sit for an hour, reference the rulebook, and pick out dozens of stats for their character (most of which they are unfamiliar with) only to possibly start over later because it turns out they don't like the way their character turned out?

Kingdom Come: A lite rpg

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=======[ KINGDOM COME ]=======
Intro:
Kingdom Come was designed around the principle of KISS
(keep it simple stupid). While this is one of my
earliest attempts at game design, I hope it doesn't
show.

Kingdom Come is meant to be a light-weight, fast-paced
and slightly tactically-oriented fantasy game.

Keeping with the "lite and simple" approach KC utilizes
the D6 as it's standard die-type--and only the D6.
No other dice are used, nor needed.

I realized while designing KC that half of what fantasy
and the RPG genre are based on is the medieval age.

Long campaign or short campaing?

How do you decide when to create a long campaign or a short one?

I have been reading recently a few fantasy books that have inspired me to design some adventures, but I am unsure about whether to create a long or a short campaing.

The books in question are by Raymond Feist and George Martin. Independently of which one of them is the better writer, both of them have well detailed worlds and it is very easy to see the structure of the characters in the books.

However the main difference between the two is that one develops characters a lot more carefully (Martin) and the other relies more in letting you feel connected with the situation rather than the character.

09 Aardvark Projects

Its been a long while since I've done any RPG work. This year already seems pretty busy, but I'm hoping to get some stuff finally finished.

First things first, I took a trip to Israel in January (1/12/-1/22) and now I'm working on a book of essays. Its a nonfiction tome about my thoughts about Iran, what I saw in the middle east, ad reconciling my initial fixation on strategy with meeting the people. The expected title is "Friends in Chai Places".

Once I'm finished with that, there are a few older games that must be completed.

Dead and Back is due for further rules revision. Most of these are fairly minor things about rewording and including more examples. However, just the other day, I noticed a slight error in the way combat works - one rifle shot will instantly kill humans. Realistic in some cases, but that should still be tuned down a little for the health of the PCs. Any suggestions on that or other aspects of the D&B system you feel need work would be appreciated.

Balancing the numbers... still trying to get it "just right..."

BALANCED TABLETOP COMBAT

RPG's are games. A game needs to maintain a measure of fairness and equality among the players involved. This is not true of life, and I do not feel that an RPG should ever be approached as a simulation of life.

Key to most RPG's is a combat system. This is a reflection of the RPG's evolution from table-top combat simulations or "War games."

Balancing the many aspects of combat to produce equivalent but varied combatants has always been one of my chief design goals.

The ideas below are a result of originally trying to balance aspects of weapons and armor ... my thought was that a swashbuckler with light weapons and little armor should be just as deadly as a knight clad in heavy armor and wielding a claymore. These two figures approach combat differently, but within the trappings of adventure fiction and within the confines of a game and its rules set, the two figures should have equal chances of success in battle.

Ant Colony Game ... MMO Style freakshow with bugs.

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Experimental web based mud project based on an Ant themed mmo.

www.antcolonygame.com

portfolio and blog

www.slowbox.org

intial concepts farming game

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I need to digitally record my thoughts on a sim game.

This game is for solo play and I often yearn for a game which tracks progress and you can watch

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