Tuesday, October 25, 2016

Dirty Work

Ugh, what a week (or two)!
Without too many boring details, work has been very hectic lately, and I haven't had the time to update this blog.  Not that there's a thousand voices clamoring for updates, but I'd still like to remain as consistent as possible.  This has the benefit of keep me as open and transparent as possible, as well as keeping me focused on the task at hand.  You get updates on what I've been doing, and I keep my nose to the grindstone.

So, what's been going on?  Not a whole lot, to tell the truth.  :(
I have a lot of potential updates, but these hinge on further playtesting.  No matter how good it looks on paper, it doesn't mean squat until you put it in action.  I'm not at the point where I can put together a playtest package for anyone interested; if I had to estimate, I'd say that I'm out of pre-Alpha and well into Alpha now.  I'm taking my time, ensuring that I end up with a quality system that everyone will enjoy (I hope!).  

On a different, but related note, I've started jotting down some notes on a couple of setting ideas.  I've thought about basic fantasy, space opera, and wuxia as potential settings, but haven't settled on any one just yet.  There's always the possibility that I go with something completely different.  I haven't been focusing my efforts on the fluff just yet, but when I do, I'll let you know.  ;)

I have some playtesting scheduled for this weekend, and I hope to make some headway in fine-tuning some of the mechanics.  I will be focusing on character creation and a new resource mechanic this go around, as well as testing improvements made on other elements of in-game mechanics.  Once I collect enough data, I should be able to implement more updates to the system, as well as adding new additions to be tested later on.  I can't say when I'll be ready for a more formalized playtesting packet, but I am getting closer.

Stay tuned!

Tuesday, October 11, 2016

Mixed Emotions

Another playtest in the books!

Although not as revealing as the previous playtest, it did point me towards an interesting option.  I've been busy with developing mechanics, and haven't really broached the subject of setting yet.  I do have some ideas, but I haven't spent any time exploring or fleshing them out.  "Mechanics First" has been my mantra, and one that I intend on sticking to.

This has led me down the path of Generic Systems, a la GURPS, Savage Worlds, and so on.  The mechanic lends itself to flexibility, as well as customization, which fits that niche very well.  It also opens up the possibility of multiple settings, and maybe getting different authors producing material.  Of course, it would help greatly if I published the rules first.  ;)

In the meantime, I will continue to develop, playtest, and post my thoughts here.

Wednesday, October 5, 2016

No Expectations

As I mentioned in an earlier post, I'm in an odd state of inspiration and creativity right now.  The process of brainstorming transitioning to concept is almost seamless, and as a result I'm furiously capturing as much information as possible.  I know not to look a gift horse in the mouth, and realize that this good fortune will not last forever.  In the meantime, I'm enjoying the glow of creativity and seeing where it leads me.

Update #4

  • Character Creation - Starting to define this better, and thinking about where to implement starting character maximums.  One issue was pointed out where a character could have very little skills and still be very effective.  As a result, I've added a modifier for untrained skill usage, with the caveat that the GM has the option to disallow skill usage untrained.  
  • Rough outline of the Contents section, still playing around with the placement of certain chapters.
  • Created a few simple tables, which in turn led to a more streamlined rule for damage.
  • Opposed vs. Non-opposed rolls - Created mechanic that handles non-combat rolls for opposed and non-opposed tasks.  Very simple to incorporate for on-the-fly tasks and impromptu tests.  Can't wait to try this one out!
  • Powers - Just starting to crack this nut.  I was considering a more free flow system, but I don't think it would fit in well with the existing core mechanic.  At the same time, I want to avoid being too simulationist (?), and avoid too much system crunch.
  • Playtesting continues this coming weekend.  Converted existing characters from another system, introducing players to the system, and will gather feedback at the end of the session.  
I'm really looking forward to playtesting, especially if it's as productive as the last round.  It's a different group, and the mechanics are more defined, so the results will be interesting.  I'll try and post an update this weekend on how it went, if I have the time.