Homebrew Diary: More On Monsters

Last time I talked about factions. Back in the old days of D&D there was some interplay in the creatures that existed within a dungeon, and their affiliation or lack thereof to several powerful creatures residing in the dungeon. That is not the whole of what inspired me but it was a starting point. The end result is not much like that. Rather the end result is much like designing a Magic: The Gathering creature type. Instead of disparate creatures with no thematical interaction joined together by the narrative of the dungeon, I’m building factions of creatures with ready-made interplay, thematically and in the narrative of the game. Each faction has a bit of fluff to it, distributed across the descriptions of its member creatures, and they each fit into themes.

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Homebrew Diary: Attrition, Factions

The Expedition! rpg seeks to emulate, simplify and yet retain the relevance of resource management in exploration fantasy RPGs like the early Dungeons and Dragons games. However, it does this in a different way, as I explained before. Instead of having a big list of items to buy, the game assumes you have what you need in the form of Expedition Points. There are three kinds of Expedition Points – Sustenance, Delve and Magic points. Each of these represents a subset of the items that adventurers traditionally used in games like D&D, but without having to tally and track their individual existence. These points determine how long can you adventure for and allow you to utilize the concept of “your equipment” and manipulate it in the narrative however you need.

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Homebrew Diary: Name Change, Good News

People, notably Highmoon, have asked me what Copper Coins! was even supposed to mean. My usual reply was that the game used Copper Coins for its base prices instead of gold. So rather than rope inexplicably being worth one or two gold or something, it was worth 25-30 copper instead. So that’s why it got that name. Now as I’ve explained before, I’m getting rid of coinage counting in the new game, so the name Copper Coins! doesn’t work that well anymore. I decided to tentatively rename it another word that the game itself throws around a lot, Expedition! until it either sticks, people tell me it’s brilliant, or I can come up with a better one. So from now on Coppers Coins! rpg is the Expedition! rpg. That will take some getting used to but it’s probably for the best.

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Homebrew Diary: Copper Coins! Character Creation Steps

Character Creation in Copper Coins! is pretty simple. In fact it’s about as simple as I could make it.

Barring non-rules steps (coming up with a backstory, knowing what your character is like), it goes like this.

1. Pick a class. There’s four of them (well…) and they’re fairly open-ended archetypes.

2. Are you okay with the default Perk choices? If not, pick 1 combat and 1 adventure perk.

3. If you want to, roll the class’s Wealth die. If not, just stick with its normal starting Wealth.

4. Buy a weapon and armor. There’s not many anyway, but I wanted to give a choice rather than just foist it on you.

5. You are done! You’re pretty much ready to play. Go come up with a story now.

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Homebrew Diary: Introducing Expedition Points

Copper Coins! started off as my attempt to make a faithful reproduction of dungeon crawling adventure gaming but with somewhat more modern and less arcane rules. One of the things I talk about a lot regarding Copper Coins! is resource management. Resource management is a large and important part of adventure gaming. In the dungeon or wilderness you typically do not have the capability or time to rebuild your resource base – usually your ability to do so is contrived out of the adventure (such as by having the adventure way too far from civilization) in order to generate challenge and tension. Adventurers need to stock up on supplies before heading out, and they need to manage them. This can be anything from “do I want to drink this Potion of Giant’s Gonads or save it for later?” to “Should I spend medical supplies recovering my health or suck it up?” to nitty gritty “should I eat today?” questions. To me, these are cool and thrilling parts of the adventure…that could use a bit of streamlining.

My attempts to generate a complicated economy for my game tended to result in failure of my overall goals. But I thought of another way to make everything work out and am working to develop these rules for the next release.

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Copper Coins! New Alpha Fighter

I’ve already revised how character classes “look” like 3 times. Part of the issue is that I want them to be eminently playable, without actually needing to buy Perks. At first I tried to do this by giving them Starting Perks, but that left a bad taste in my mouth. I think the class itself should be playable without even needing to touch Perks at all just yet. If you wanted to you should just be able to read the class, write down your class stuff and buy equipment and then set off to play. So I decided instead to have each class award a few combat talents and a few traits. These, compared to Perks, are not great. But they’re not meant to, because they’re free. Perks cost character points. However, they make the character completely playable and interesting without needing to buy Perks. There is still the option of the GM awarding starting Character Points with which to buy a few Perks, but I want it to be just that – optional.

Names of the abilities are subject to change. They currently have this sort of accidentally hilarious Soviet theme to them because those are literally the first things that popped into my head. Without further ado:

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