Thursday, March 28, 2013

The Train is on Track

It is almost the end of the month and I am glad to report that the game is with in a few days of being in a playable state. Or playable enough for me to see what needs to be changed and edit it.

A few more changes has happened in the 3 weeks since I have last posted. First, I got rid of averaging. My reasoning is due to thinking back when play testing the older versions in the morning before my first cup of coffee and trying to figure out averages of many many stats. Now, the unlockable parts of the skills will open when the category accumulates a certain amount of points. Which is like saying the average of but none of that "dividing by x amount" nonsense I thought was so stellar when first making this RPG system. I hope this will speed along the game play.

I have noticed from the skills and stats that fights/battles are going to go a lot faster. Depending on the player and how they have their stats/skills, a character could essentially knock out another player in 2 or 3 blows. I am not concerned with that, as I prefer to role play more then do tactile war games. Then again, some tactics and planning are not so bad.

Another thing I have been chomping at the bit to do is to write some plots down for the first gaming session. Though, I am not sure who is going to show up nor what they will want to do. I have plots for campaigns for thieves, mercenaries, air pirates, explorers, and also dramatically themed games. Of course, all of these are abstractly floating in my head.

Another idea I keep kicking around is to play the game myself and have someone else GM. I love Gming, but playing a game which I created is always a little different and then some of the blaring ticks are more apparent. Also, each person interprets rules and wording of rules differently. This may give me insight on how others would GM this game.


Hopefully, the next post is about how game play is going.

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