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RPG Laboratory

ShangraLa's blog

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.

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