RolePlay onLine RPoL Logo

, welcome to Game Design

14:08, 2nd May 2024 (GMT+0)

Current Projects.

Posted by chupabobFor group 0
chupabob
player, 4 posts
ChupaBob drank many goats
Sun 13 Apr 2014
at 21:10
  • msg #1

Current Projects

This is just a suggestion. We could have a thread in which we announce what game designs we are each doing. This might make it easier for like-minded designers to find each other. Even better, you might be working on a project which generates my interest, thus prompting the start of a new conversation.
This message was last updated by the GM at 21:11, Sun 13 Apr 2014.
shady joker
player, 13 posts
Sun 13 Apr 2014
at 21:32
  • msg #2

Re: Current Projects

Project 1
I am converting Djinn Busters to Savage Worlds. Here is the Original free Djinn Busters.

http://www.1km1kt.net/rpg/djinnbusters

As you can see it has no real rules and is mostly a foofy story game.

If you are unfamiliar with Savage Worlds here is their website.

https://www.peginc.com/product...y/peg/savage-worlds/

A free testdrive of the rules can be found at DriveThruRPG.com

Project 2
I am making an rpg adaption of the anime Sekirei. So far I am using BESM 3rd as the engine, but am open to suggestions.

This link provides the Manga.
http://www.mangareader.net/163/sekirei.html

There is also an anime version of Sekirei out.
mofo99
player, 1 post
Mon 14 Apr 2014
at 05:22
  • msg #3

Re: Current Projects

Project 1 [On Hold Indefinitely]:
  • An Interactive Fiction short-story/novel
  • Inspired by the style of Lone-Wolf/Choose Your Own Adventure books.
  • Current trouble with making the system simple enough to not require a computer (or huge amount of tracking via pen & paper) while maintaining enough detail and variety to keep it useful/interesting.
  • May simply drop the 'Interactive' part altogether, but that would be less interesting (I think).
  • Story is in an outlining phase.
  • Eventually, it may be expanded to digital format (but I've got to learn how to use the proper resources for that).
  • I simply have too many other projects on my plate right now to even consider moving forward with this one.

Project 2 [Moving Along Swimmingly]:
  • A self-contained card game (unique decks) based on building rival city/settlements for 3-8 players.
  • My #1 Focus right now (whenever I have free time)
  • A Medium-Heavy strategy game for 3-6 players.
  • Variable combinations of Roles & Secret Goals for constantly different strategies and replay-ability.
  • Some mechanics inspired by table-top games like Dominion and Cosmic Encounters. Other somewhat similar games include Splendor, Lords of Waterdeep, and 7 Wonders.
  • Currently finalizing the changes from the latest play-testing phase and more aggressively looking for a Publisher and/or additional professional outlets via networking.

Project 3 [Progressing Nicely]:
  • Working as a Producer/Consultant for an independent video game with a team of ~35 other passionate individuals.
  • The game is a narrative-heavy sci-fi psychological thriller.
  • Currently finishing the first playable vertical slice and marketing videos for an upcoming crowd-sourced funding campaign on Indiegogo.

This message was last edited by the player at 03:41, Wed 18 Mar 2015.
chupabob
player, 5 posts
ChupaBob drank many goats
Mon 14 Apr 2014
at 13:35
  • msg #4

Re: Current Projects

A lot of my creative time is being spent my netcast. I am trying to find time to go back and complete an old project. Maybe I should set a goal of knocking the old project out by the end of this month. The old project is Chupa Open Roleplay Engine Version 2. This rules system is a universal system with a few specific goals:  free accessability, easy scalability to desired level of rules complexity, and exciting quick conflict resolution. The first goal turned out to be the most complicated part, but we finally reached a consesus or sorts on a specific Creative Commons license. The system was created by the Dragon's Landing community (of the gaming podcast and website, Dragon's Landing Inn). Chuck and Lonnie developed the 1st version of C.O.R.E., and I joined in as the editor of the second version. The website died shortly before C.O.R.E. was ready for release, and that event just about killed the project. All we were lacking was the legalese at the end of the document and a few thumbs up from the community...
chupabob
player, 6 posts
ChupaBob drank many goats
Mon 14 Apr 2014
at 13:39
  • msg #5

Re: Current Projects

...That was several years ago. I decided recently to complete the documents myself and release the system into the wild just like we always intended to do. I am still not comfortable with placing myself in the role of speaking for the entire community, but I think I can track down at least four of the old members to get their input.
shady joker
player, 14 posts
Mon 14 Apr 2014
at 14:13
  • msg #6

Re: Current Projects

In reply to mofo99 (msg # 3):

Project 1
They have Solo rpgs which are choose your own adventure books with dice.

http://www.rpgnow.com/product/...e?term=chronicles+of

There is a link to a free demo of one on rpgnow. So there is a market for your idea you just need a good plot and content to sell it.

Project 2
An uphill battle as card games have been done to death. Though eye catching art or a gimmick might make it popular. Get both if possible. Many hobby stores carry 'card stock' for home printers which let you make the cards at home. Card stock is for greeting cards but I have made playing cards with them successfully.
Alexei Yaruk-Mundhenk
player, 8 posts
A new and greater game:
we can make it possible!
Mon 14 Apr 2014
at 18:49
  • msg #7

Re: Current Projects

1: M.U.S.M.: a game allowing players to play out the construction and growth of settlements and civilizations with pen and paper instead of computers. It has not worked very well in practice.

http://musm.wikispaces.com/

2: Exalted: The Fifth Age: This takes the OWoD setting and postulates what happens if instead of the apocalypse that canonically ended the setting the world get's unfolded and both essence and exalted return to the world: New Lunars, Solars, and all of the others wandering around mucking up the plans of the established groups of the setting. Things would become quite different quite quickly, including the game world's geography.
w byrd
GM, 5 posts
Mon 14 Apr 2014
at 20:25
  • msg #8

Re: Current Projects

1) vessel compendium for sci-fi game. An illustrated catalog of both military, civil, and commercial vessels in generic terms. It may be expanded to give statistics for a small number of systems as my friends help me generate statistics for systems which they are familiar with.

2) game project with Akrim, https://sites.google.com/site/cosmossrd/  I hope to supply designs and contribute to the vehicle rules etc.


3) community assisted gear and weapons charts for use by gamers here on RPOL, and table top. once again as i get stats and mechanics I hope to be able to post lists for various systems with generic weapons and armor, for GMs to add their own descriptions and tweaks to bring it in line with their game worlds..
shady joker
player, 15 posts
Mon 14 Apr 2014
at 20:51
  • msg #9

Re: Current Projects

In reply to Alexei Yaruk-Mundhenk (msg # 7):

Exalted the Fifth Age
Right for this to work you need to use the Exalted game mechanics. oWoD does not have static defense attributes and does have a variable target number for modifiers instead of adding/subtracting dice from the pool. nWoD did away with appearance and replaced it with composure and several abilities were dropped or split to reflect the more social and less physical combat nature of modern day settings.

Once that hurdle is crossed you need to have some sort of plot for the setting that is open to wiggle room for each Story Teller. Don't worry if they don't dig your plot they will make a homebrew plot/spin off at their discretion. You just need to give people a diving board to launch from so to speak.

Those are the two biggest hurdles you face in making this. Don't get discouraged if it is taking a long while. White wolf had an entire team of guys dedicated to oWoD and another team dedicated to Exalted. So it is a lot of ground to cover.
mofo99
player, 2 posts
Tue 15 Apr 2014
at 04:43
  • msg #10

Re: Current Projects

In reply to shady joker (msg # 6):

Thanks for the suggestions  :)  I'll definitely look into the free .pdf to see if it sparks anything.

I've also been considering if writing it as a d20 adventure would be feasible.  Given the OGL and widespread knowledge of those rules already, it might work.  I admit that my love is generally in developing mechanics of my own; but if there's already a tool that works why re-invent the wheel, eh?

Regarding the card game market, I do agree about that saturation.  I'd not intended to make money with it per se; it's more of an exercise for me to hone my design skills.  I'm currently looking into prototyping it digitally, but I've done printing on card stock before with success.

Your suggestion about catchy Art & Gimmicks though is valuable.  Sadly, I'm no artist.  And I'd probably be happy just making the game for myself and my family and friends, but who knows how ambitious I might get with it as it develops.  Sometimes these things do gain a life of their own.
mofo99
player, 3 posts
Tue 15 Apr 2014
at 04:48
  • msg #11

Re: Current Projects

In reply to Alexei Yaruk-Mundhenk (msg # 7):

M.U.S.M.
I remember when we tried working with the M.U.S.M. for a game here on rpol.  And yes, at the time it did turn out to be overbearing in practice.  Games like that have always seemed to demand an exhaustive amount of effort on the part of the GM; so streamlining that aspect might be a good place to focus.  It's still a great concept though and I'd love to see the kinks worked out to make it manageable.  And as always, good luck.
Cassus
player, 2 posts
Tue 15 Apr 2014
at 04:59
  • msg #12

Re: Current Projects

In reply to mofo99 (msg # 3):

Have you considered tokens (pasteboard or otherwise)?  They'd be a pain to keep track of afterwards, but they -would- allow you to avoid P&P and PCs.  They wouldn't need to be item-specific, either-- just say "take token #10" when people pick up the Dagger of Ixia, then (on later pages) say "Go to page X if you have token 10" (making them more mysterious, more reusable, and more easily replaceable).  Possibly customize tokens for the items that'll stick around for a long time (Sommerswerd).

That said, I'm curious-- why do you not want to have a computer involved?  It seems like that'd be the easiest way to navigate between pages, track items, generate random numbers, etc.  Is it philosophical, or because you know a dead tree publisher, or what?
If you only want a hardback for the sake of portability, you might look at an app (free) that tracks items and rolls dice (and has a little spot to enter "bookmarks").
mofo99
player, 4 posts
Tue 15 Apr 2014
at 05:56
  • msg #13

Re: Current Projects

Cassus:
Have you considered tokens (pasteboard or otherwise)?
Never considered it... see below.

quote:
That said, I'm curious-- why do you not want to have a computer involved?
I suppose I should clarify my statement "simple enough to not require a computer":
  • I'm in the Video Game Industry now (as a Designer/Producer), and the amount of programming skill to create a typical video game is quite beyond my ability.  I guess I'm used to speaking with a different audience, and I simply meant that "I can't program."
  • I do, in fact, plan to utilize digital media (though I do harbor some nostalgia for dusty old paperbacks).  I have no connections with publishers, etc.  I just mean that it's not planned to be an elaborate full-fledged video game.
  • By "simple" I mean "something I can fully create, implement, prototype, playtest, etc." entirely on my own without possessing computer programming knowledge.  I know that some dumbed-down programs exist out there to aid in this (and I'm looking into them), but since I'll be doing the creation for this all on my own it necessarily has to utilize technology that I can master.

chupabob
player, 8 posts
ChupaBob drank many goats
Thu 17 Apr 2014
at 05:10
  • msg #14

Re: Current Projects

In reply to mofo99 (msg # 10):

Regarding the CCG:
Hey Mofo, try sometime looking up print services which make educational materials. I've seen very good prices on custom decks of flash cards, the type that teachers might design for a classroom lesson. I've thought about using a service like that to design my own card game, but I've never had a card game in mind that I would want to make.
kaiisaxo
player, 8 posts
Sat 19 Apr 2014
at 18:07
  • msg #15

Re: Current Projects

I currently have four projects, though a pair are dormant (these are codenames, final games would obviously have less cryptic names):

Earth Auroch.- A "spiritual clone" rather than a straight retroclone of 4e, a game intended to play the same but not being the same and staying appart of current IP. Unlike other attempts that focuss on being as generic as possible, this one focusses on fleshing out an existing world and being reskinable. This is the most ambitious so far. Will feature a lot of fluff, the same setting and certain ideas from my defunct sub20 project.

Sillicon Phoenix.- A small enterprise, just retroport and convert a bunch of classes and races so they can be played using Labyrinth Lord.

Dummy Dungeons.- A high scale project, rewrite the 3.x core to be very streamlined, more balanced, faster to play, easier to teach and with strong archetypes, but keeping certain level of customizability and deepness. Currently abandoned as Next threatens to fulfill many of the same goals, no point on working on a redundant product.

Games of the Gods.- A dormant project, basically a rpg turned CCG, heavily influenced by mons series, Summoned creatures can evolve, fuse with other creatures, unlock hidden powers through elaborate rituals and so on, mechanics have a certain turn for the dramatic with "despair" effects that are triggered during your final turn. Victory can e achieved by inflicting enough damage, blocking your opponent from having a complete hand or forcing a final turn.
shady joker
player, 16 posts
Sat 19 Apr 2014
at 18:52
  • msg #16

Re: Current Projects

Project Number 3
I am working on a way to incorporate the Alexei Yaruk Method into an actual mechanic in various systems. Basically it involves insulting/taunting a Boss or notable npc so well they make a critical failure of some sort or really bad tactical choice. Named after the player who brought this method to my attention in Savage Worlds then later H:tR and BESM. I am pretty sure it would work in Exalted to. As a player I have tried his method myself with limited success and several other players and GMs report using this.
Alexei Yaruk-Mundhenk
GM, 12 posts
A new and greater game:
we can make it possible!
Sun 20 Apr 2014
at 10:08
  • msg #17

Re: Current Projects

3: Project Codename:
Touchstone: This is a game intended to be a D&D inspired adventure game that is played wholly with playing cards and a character sheet. Why playing cards you ask? Because for reasons I cannot fathom playing cards are allowed for prisoners in the federal penitentiary system and dice are not, so if we want to help people in prison play RPGs we need to use cards as the randomizing element instead of dice. The game is intended to help reform convicts by drawing them into the gaming community and encouraging them to think in terms of L/G behavior.
shady joker
player, 17 posts
Sun 20 Apr 2014
at 11:24
  • msg #18

Re: Current Projects

In reply to Alexei Yaruk-Mundhenk (msg # 17):

I assume it is because dice can be loaded or modified to cheat which can lead to prisoners rioting at being cheated. Cards are harder to modify and get away with it. I have played some games using a card based only mechanic, but they were free games and the websites that hosted them are now taken down. Though none of them were D&D. If I dig one up I'll show it to you for your research.
chupabob
player, 9 posts
ChupaBob drank many goats
Mon 21 Apr 2014
at 18:04
  • msg #19

Re: Current Projects

In reply to Alexei Yaruk-Mundhenk (msg # 7):

Hello, I read the introduction to M.U.S.M. on the wiki you linkied. I like what I saw there. It seems to offer a unique roleplaying experience, and I am all about that. I followed the link because it sounded somewhat like one of the modules which was suggested for C.O.R.E. (referenced in my post near the top of the page). We were discussing at one point roleplaying as cities or kingdoms instead of individual characters. I particular like how you are integrating the creative freedom of tabletp roleplaying in ways that board games and computer games don't so as well. If you start a play test on RPOL or a thread specifically about this game here on Game Design, please let me know.
This message was last edited by the player at 02:13, Wed 23 Apr 2014.
icosahedron152
player, 2 posts
Tue 22 Apr 2014
at 06:05
  • msg #20

Re: Current Projects

Project 1.Shelved.
Using the D6 pool core mechanic from Atomic Highway, I'm trying to create a 10 page rule set that will make for a fastplay PbP Task and Combat system.
Current Status: Alpha Playtest.
Project Review: Having completed the Alpha Playtest, I found that the system was workable and certainly has merit should I decide to pursue it further, but I have a preference for Project 5 below, which has pretty much superseded my work on this project for the time being.

Project 2.
Adapting the D6 pool above to D8 (for no better reason than there are 8 pints of blood in the human body) and adding some homebrew setting based on Hammer Horror, creating a 20 page game for vampires, werewolves, etc.
Current Status: First Draft.
Project Review: Following the shelving of Project 1, I am uncertain whether to proceed with this or whether to adapt Project 5 to cover the material. It is ongoing for now.

Project 3. Abandoned.
Adapting the Tri-Stat mechanic from BESM 2.5 Ed. for faster play in PbP, reducing the to-and-fro combat rolls to a single roll per combatant per round.
(One day, I'll get hold of a free or cheap s/h copy of 3rd Ed, but for now I'm going with 2.5, which I recently picked up for nowt).
Current Status: Preliminary Research failed - abandoned.
Project Review: BESM chargen is wonderfully in-depth, but that is also its Achilles Heel. Chargen takes a very long time with numerous revisions and quickly leads to GM burn out. There are also a lot of factors that affect combat bonuses, making combat difficult to keep track of, IMO.

Project 4.
Devising a 3-level mediaeval game, incorporating a map-conquest level, a battlefield skirmish wargame level, and a single combat / court intrigue level.
(Keeping an eye on Arkrim's conquest game...)
Current Status: First Draft.
Project Review: Having researched into the period and found several rulesets that provide guides to the different levels of this game, I'm now attempting to write a set of rules that will incorporate all three levels in a single, coherent game. This is a long one...

NEW Project 5.
As an alternative to Project 1, I'm houseruling the 1PG system from Deep 7 Games to create a fast play rules-lite system for PbP.
Current Status: Beta Playtest
Project Review: This one is going strong. 1PG is probably the best ruleset I've found for PbP. It's simple, fast, has short combat rounds, yet provides a coherent and reasonably accurate representation of character activity. Still working on it.

Step Guide.
Preliminary Research
First Draft
Alpha Playtest (proof of concept / feasibility)
Revised Draft
Beta Playtest (debugging)
Final Draft
Publication (yeah, right!)

Suggestion: The projects are in danger of getting lost amongst the chat in this thread. I wonder if we can separate out a no-chat 'list of projects' thread (Notice?), and a thread for project queries and interest checks where gamers with similar interests can agree to set up an individual discussion thread?
This message was last edited by the player at 07:50, Sun 15 Mar 2015.
shady joker
player, 18 posts
Tue 22 Apr 2014
at 21:47
  • msg #21

Re: Current Projects

icosahedron152:
Project 3.
Adapting the Tri-Stat mechanic from BESM 2.5 Ed. for faster play in PbP, reducing the to-and-fro combat rolls to a single roll per combatant per round.
(One day, I'll get hold of a free or cheap s/h copy of 3rd Ed, but for now I'm going with 2.5, which I recently picked up for nowt).
Current Status: Preliminary Research.


 BESM 3rd is a different beast then BESM 2.5 entirely. The game uses 2d6+ Modifiers and tries to the target numbers. So rolling high IS GOOD where in BESM 2nd. Rolling high IS BAD. The character creation is much like the GURPS engine but the actual system and game mechanics is pretty light. So the system is pretty good for pbp once you get past char gen.
icosahedron152
player, 3 posts
Wed 23 Apr 2014
at 05:27
  • msg #22

Re: Current Projects

Hi SJ. Yes, I picked up from online reviews that 3E was a roll over game, where 2E is roll under. I'm watching the pursuit of the Oni with interest as a Group 0 observer.

The thing that has attracted me to Besm is the conceptually simple, open-ended, but detailed chargen, and the way that, once chargen is over, the daily mechanics seem to be quite straightforward.

The thing that bugs me with it is the multiple rolls - you have to wait for everyone to post initiative, then you have to wait while the highest initiative PC posts, then the next highest, etc, then you have to wait while each PC in turn defends against the attacks, etc. You can easily spend a week or more on a round of combat, I imagine - unless the GM posts for characters. And players often don't like that.

If I can devise a system that allows for a single roll from each character, without losing the detail, the combat should move forward much faster.

You want to take this to a discussion thread?
shady joker
player, 19 posts
Wed 23 Apr 2014
at 07:40
  • msg #23

Re: Current Projects

Well initiative is done ONCE at the beginning of combat. on RPOL.net all combat moves slow because you have to wait on people to post. In actual table top rolls are resolved much faster.The only games I think that let's you decide everything in one Roll is the ORE engine such as the game Reign or Monsters and Other childish things.

I'd welcome taking it to a discussion thread if you want.
This message was last edited by the player at 07:41, Wed 23 Apr 2014.
hakootoko
player, 1 post
Thu 24 Apr 2014
at 01:02
  • msg #24

Re: Current Projects

There are one-roll games. In Anima, you roll 1d100 + attack - defense, then look it up by armor type on the combat table and it tells you how much damage you did.

I've played WFRP2 on rpol, and it has initiative rolls at the beginning of combat. I haven't found that to be a big deal, since it's only once per combat. But you need to get players into the habit of pre-rolling a Parry or Dodge after they do their attacks, so the GM knows if they successfully defended.

I'm running D6 Fantasy now and am fed up with all the rolls. You have to roll parry *and* armor after someone attacks you.
chupabob
player, 14 posts
ChupaBob drank many goats
Wed 30 Apr 2014
at 18:13
  • msg #25

Re: Current Projects

Ico, if we do not discuss the projects here, how will we know when a project is generating enough discussion that it needs its own thread?
Another project on my back burner is the Hidden Mystique RPG. Hidden Mystique is my wife's serial fiction story on JukePopSerials. I have offered to adapt it into a roleplaying game, but she wants me to wait until a certain point is reached in the story. The genre is a contemporary urban fantasy which has been done a lot, but there are a few unusual aspects to the story which I would like to build into the mechanics. First, there is the motif of the jigsaw puzzle which appears as a metaphor. I am starting to think about ways to incorporate actual playing pieces into gameplay as a supplement to dice. If anyone here remembers how Deadlands used both dice and poker cards, I am going for something a little like that.
This message was last edited by the player at 18:24, Wed 30 Apr 2014.
shady joker
player, 26 posts
Wed 30 Apr 2014
at 18:31
  • msg #26

Re: Current Projects

Yes, I have seen this done in DEADLANDS: Reloaded for Savage Worlds and in Savage Worlds in general. Initiative uses a card based mechanic and 'Bennies' uses tokens like poker chips, pennies, what ever you have on hand. It works well in person or online tabletop websites that support playing cards.

I also played 'Of G-Men and Supermen' which is basically the S.H.E.I.D. in the Golden Age of superheroes. This game used cards entirely with no dice. It is a free game that can be found here.

http://www.1km1kt.net/rpg/of-g-men-and-supermen
icosahedron152
player, 9 posts
Wed 30 Apr 2014
at 22:06
  • msg #27

Re: Current Projects

chupabob:
Ico, if we do not discuss the projects here, how will we know when a project is generating enough discussion that it needs its own thread?


I wasn't really suggesting that we don't discuss the projects here, I was more saying that the Powers That Be could extract the actual project lists from this thread and put them (and them only) in an 'at a glance' Closed Notice, so they don't get lost with one or two listed projects per dozen pages of chat.
icosahedron152
player, 11 posts
Thu 8 May 2014
at 07:40
  • msg #28

Re: Current Projects

Well, I've done enough Preliminary Research on my BESM 2.5 Project to know that it's not the game for me.

The chargen is wonderfully in-depth, and that was one of the things that attracted me to the game - the characters became really three-dimensional. Unfortunately it contained the seeds of its own destruction.

The chargen took so long that it became a chore, and I think it would quickly lead to GM burn out. There were also lots and lots of dice modifiers resulting from the character complexities, which I think would make combat a nightmare to keep track of.

I don't know if anyone has similar experiences of BESM, or whether BESM 3 has the same problems, but I'm no longer working on adapting it. I've been introduced to a new system called 1PG and I'm now adapting that for a smoother PbP experience.
shady joker
player, 28 posts
Thu 8 May 2014
at 09:56
  • msg #29

Re: Current Projects

1PG's flaw is it doesn't handle magic well at all. All the settings have no magic/low magic and the one DnD fantasy like setting they have magic is really wonky.
icosahedron152
player, 13 posts
Thu 8 May 2014
at 10:07
  • msg #30

Re: Current Projects

The basic engine is there, though. I think with some deliberation a good magic system could be developed for it. That will be part of my project, though many of my games don't involve magic either.

It looks like the designers left magic largely for the GM to figure out since the degree and type of magic in a game is very much a matter of GM taste.

I think there are enough guidelines in the various books to figure out a workable system to my own taste, and I reckon that was the original intent. If anyone is interested, I'll keep you posted on what I come up with.
shady joker
player, 29 posts
Thu 8 May 2014
at 10:36
  • msg #31

Re: Current Projects

In reply to icosahedron152 (msg # 30):

No they didn't, They have magic rules in the setting Broadsword and the 1PG companion. It is just wonky.
icosahedron152
player, 14 posts
Thu 8 May 2014
at 21:02
  • msg #32

Re: Current Projects

Define Wonky.
I have the Companion, which says very little about magic and leaves most of it to the GM, but I don't have Broadsword.
MadAlpaca
player, 2 posts
Wed 14 May 2014
at 08:38
  • msg #33

Re: Current Projects

For the time being I will just list the projects I have relating to table-top gaming. Most of my projects have two running themes: heavy character personalization and skill synergy. I like being able to make a character my own with more flexibility than I have encountered in other systems.

1) Final Fantasy RPG based on Returner's 3rd Edition refined to allow for Tactics style Jobs and abilities. Job changes and purchasing of Abilities with JP. Attempting to cover all major races of Ivalice with a wide gamut of Jobs and Abilities to flesh them out. Some liberties taken on what the Jobs can do to help keep them unique while still being flavorful and fluffy. Percentile rolls much like Returner are used while working to hone how values are derived to simplify some of the math involved. Skills will have synergy effects in and out of combat.

2) Miniatures game based on the above. Simple mechanics augmented by class abilities. A focus on achieving a Target Number on d10 rolls anytime dice is called for. Good progress made on this. Battle forces of up to 10 units (based on the campaign/mission/etc.) with unit cards to help track individual stats and HP/MP. This is my current active work in progress as I can pen most of the notes when I have a spare moment from work. Job change is not planned outside of prolonged campaigns.

3) Classless Technique-based RPG based around the techniques of Chrono Trigger. Yes, another video game inspired system, but this was my first JRPG and I thought it would be fun for a speedy play where the only thing that really matters is combat and story. Non-combat actions are determined more by the flow of the story and the GM rather than rolls. Major concept idea: Class - when the only thing that matter is how you kill something and take its stuff. No point in having a class as a limiter when you can customize your character to how you want to play them and kill stuff good. All skills affect combat by granting bonuses in one way or another.

4) RWBY (web series) RPG based on Earthdawn and other stepped dice rollers that are open-ended. The RWBY world seems like a place where limits are not really relevant due to Dust and Semblances, so I figured the open-ended system would work best here. The two major elements are Semblances and transforming weapons that are iconic to the series. Season 2 is due this July and information is somewhat limited outside the Wikia, but I am going more for a general concept rather than anything that fits canon. Level is determined more by total experience accumulated, but no established number at X amount. Skills are ranked with bonuses to determine how many and what dice are rolled vs a target number set by varying factors. Exceeding the target number by certain amounts (likely percentages) will step up the degree of success.

5) Tentatively titled "Iru" it is a world of my own creation with magic as well as moderate technology and a plethora of inhabitants. This is a world based off a Returner FFRPG game I ran way back in the 2nd edition that my players really liked, so I thought I would expand and develop it more. Always a work in progress. I have a magic system in the works that doesn't use many established "spells", but gives guidelines on working magic into desirable effects. Classes and levels likely not going to be used.

I think I will cut off there as this seems to be getting a little long. Feel free to ask me to elaborate on anything if you like. I can get long-winded, as if that wasn't obvious, as I am really bad about exposition. Or is it really good? I think I do the same thing with procrastination.
chupabob
player, 16 posts
ChupaBob drank many goats
Sat 31 May 2014
at 17:41
  • msg #34

Re: Current Projects

In reply to MadAlpaca (msg # 33):

M.A., I would be interested in seeing your Chrono-Trigger and RWBY games when you get something written down for either.  I've got to say that I cringed a little when I read that you were using EarthDawn rules as a basis. I have had bad experiences with that game, but I have to admit that my biggest problems were bizzare rules (for example, like how characters cannot advance without stopping to mediate uninterrupted for days) which did not fit well with the EarthDawn setting specifically (wherein major world events are happening all around and characters would not have uninterrupted days to contemplate their navels). The world of RWBY might be a better fit.
icosahedron152
player, 36 posts
Sun 15 Mar 2015
at 08:55
  • msg #35

Re: Current Projects

Just a bump to say I've updated my project list (msg 20 above) if the GMs want to update the 'Current Projects Master List' Notice (msg 8) with a copy and paste.
Thanks. :)
shady joker
player, 39 posts
Mon 16 Mar 2015
at 00:00
  • msg #36

Re: Current Projects

icosahedron152:
Just a bump to say I've updated my project list (msg 20 above) if the GMs want to update the 'Current Projects Master List' Notice (msg 8) with a copy and paste.
Thanks. :)


I am glad that project 5 is underway.
LoreGuard
GM, 42 posts
Mon 16 Mar 2015
at 00:42
  • msg #37

Re: Current Projects

Updated for you...

Do you need a thread for your Project 5 here?
mofo99
player, 7 posts
Wed 18 Mar 2015
at 03:42
  • msg #38

Re: Current Projects

I've been busy lately, but the latest posts have inspired me to also update my project statuses (Message #3, above).
This message was last edited by the player at 03:42, Wed 18 Mar 2015.
icosahedron152
player, 37 posts
Wed 18 Mar 2015
at 20:17
  • msg #39

Re: Current Projects

@Shady Joker:
Yes, it's going reasonably well. The difficulties are the perennial Rpol ones of Real Life interrupting games, and finding players who post for long enough to test the rules.

@Lore Guard:
Thanks for update and for the offer. I might take you up on that when I get to an evaluation stage, but for now there's not much to say, I'm just playing a game with a houseruled rule set.

@mofo99:
Glad to see I'm an inspiration. ;)
chupabob
player, 52 posts
ChupaBob drank many goats
Tue 23 Aug 2016
at 04:59
  • msg #40

Re: Current Projects

I am finally making plans to design my own RPG. It's been a long, long time coming. This particular project will be a tiny little game designed to accompany my 2016 NaNoWriMo project. For National Novel Writing Month, I intend to write a sci-fi novella alongside a RPG in the same setting.

Would anyone here be interested in taking a lot at what I'm creating when November rolls around?
icosahedron152
player, 56 posts
Tue 23 Aug 2016
at 05:50
  • msg #41

Re: Current Projects

Yes, let's have a look. It might inspire us to do our own thing, and boost interest in this forum.
C-h Freese
player, 22 posts
Fri 26 Aug 2016
at 02:17
  • msg #42

C-H Freeese Projects


Project (A.) Mundane template; return the Classes to the heros

  (A1.) Mundanes
  (A2.) Minions Lesser
  (A3.) Demi-talent skill and Level Career Tree.
        Along line of Traveller rpg

Project (B.) Cursed Races Minion, Mundane, and Hero. all 0
  (B1.) Wyre; Moon cursed
  (B2.) Stone-skyn Hob; charm thrall gargoyle shifters
  (B3.) Vampyr Mundaia; charm thrall undead blood drinkers
  (B4.) Veil Walker Ghoyl;charm thrall spirit hunters
  (B5.) Minimoids; charm thrall ??
  (B6.) Drake Wardens; charm thrall dragonet shifters
  (B7.) Theriocephaly; Throne cursed mortal minions of the Gods
This message was last edited by the player at 16:50, Fri 26 Aug 2016.
steelsmiter
player, 136 posts
Fri 26 Aug 2016
at 02:25
  • msg #43

steelsmiter is on blogspot

I have a gaming blog now. It's currently got Apocalypse World Engine stuff as that's my current fit of inspiration (been meaning to put my Criminal Sandbox and my Horror game on it, but have yet to do so). If anyone's interested they can pitch me ideas. Just search this username over on blogspot.com to find me.
This message was last edited by the player at 07:15, Fri 26 Aug 2016.
chupabob
player, 53 posts
ChupaBob drank many goats
Fri 26 Aug 2016
at 04:59
  • msg #44

steelsmiter is on blogspot

In reply to steelsmiter (msg # 43):

A quick search did not turn up the page. Can you post the URL for us?
chupabob
player, 54 posts
ChupaBob drank many goats
Fri 26 Aug 2016
at 05:00
  • msg #45

steelsmiter is on blogspot

In reply to chupabob (msg # 44):

Never mind, I just found it through the Deviant Art page.
steelsmiter
player, 137 posts
Fri 26 Aug 2016
at 07:10
  • msg #46

Re: steelsmiter is on blogspot

chupabob:
In reply to chupabob (msg # 44):

Never mind, I just found it through the Deviant Art page.

Chances are, if you find steelsmiter anywhere, it's probably me. I have 1 other username I only ever used at sjgames, and I no longer play GURPS because of how the forumites have changed, so um... yeah.

Anywho, I thought the navigation bar on blogspot would have taken me to you in a more direct manner.
This message was last edited by the player at 07:14, Fri 26 Aug 2016.
chupabob
player, 55 posts
ChupaBob drank many goats
Thu 17 Nov 2016
at 05:49
  • msg #47

Re: steelsmiter is on blogspot

By the way, I did finally release a C.O.R.E. 2nd edition document, complete with the Creative Commons license. https://archive.org/details/COREV2.06

My current project is my NaNoWriMo novel. This year, I am shooting towards knocking out a novella of maybe 20,000 words and an accompanying RPG adaption using the C.O.R.E. rules.
http://nanowrimo.org/participa...ls/paradox-institute
Sign In