Posts Tagged With: playtest

Myths of Uttarakuru Status Update

It’s been a long time since I’ve talked about the game, mostly because I’ve been really quietly just working on it and doing other projects on the side as well because I’ve been in a prose kick, love writing prose, and prose helps me keep sane. I’ve been going through some life stuff: car broke down, car is mostly fixed (gaskets are bad and so are the plugs actually but it runs), but I don’t have gas to cook and no money for gas so I went out and chopped wood to burn. It’s been a stressful year already. However, I’m still 100% committed despite all the obstacles to get all of this done. And the plan is still the same: you all get a completely free playtest, and I kickstart for pretty art and layout, and add all kinds of new content, including actual printed cards.

Right now, the game is nearing the home stretch. All of the game parts are basically done. What’s left is to finish up the advanced character content (additional stuff like Perks and Talents for characters to expand), and finish up my thorough Adventure Building section (calling it “the GM’s section” is wrong because I want player to read this too), and then write some introductory content for you to use – plots, critters, NPCs and so on. I second-guess myself a lot on gamey-parts, I really want this to come swinging out of the gate with cool lore, and interesting and easy-to-grasp gameplay. I’m trying to set aside that and not let perfect be the enemy of done, but I’m a huge tweaker, and it’s hard not to find things to tweak.

But it’s near done.

There is one section now that is entirely drafted and that’s the Lore section for the World of Uttarakuru. Here is the dropbox link for you to take a look at that. Hopefully you’ll get some enjoyment from it.

Categories: Campaigns, Fluff/Inspiration, Meta, News, Other Systems, RPG, Uttarakuru | Tags: , , , , , , , , | Leave a comment

Expedition: Cards and Keywords

Deck compositions and the effects of cards are being finalized. This post is going to be a little rambling and maybe disorganized. You can scroll down, look at the cards in the link, and then go if you want. If you’re interested in some of the things on my mind about the game, then you should stick around and read it through.

I wanted to use this update to show you some cards and talk about what the cards are for. They’re not merely a replacement for a character sheet, although if pressed, you can totally strip the text out of them and present them in a traditional fashion if you want. These cards are discarded, they’re flipped around, stuff like that. They help keep specific information for specific situations at your fingertips so you don’t have a sheet full of other things getting in the way when you only need specific ones.

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Categories: D&D 3.5, D&D 4e, Expedition, Legacy D&D, Meta, News, Other Hobby, Other Systems, RPG | Tags: , , , , , | 1 Comment

A Good RPG For Online Play

When I set out to write Expedition, a goal that’s stuck with me all this time is to make it an RPG that’s easy to run online. Online means a lot of different things, but my ambition is to shoot for the absolute lowest level of tech you use when playing online: chatrooms and message boards. People can play the more complicated games over places like roll20s or VTTs like Maptools, but I wanted to make a game where I could play it in the online environments where, once upon a time, I played a lot of D&D 3.5 games and started off on RPGs. So what does it means for a game to be easy to run online?

There are a lot of different ways to accomplish this, but from my own experiences here’s what I want to do:

1) A player can resolve his or her action with minimal to no input from others. He or she always rolls against the same basic numbers and knows the threshold of success. If it is modified, this is known definitely in advance of the character’s turn. This means that opposed checks, which I had once wanted to add, are by necessity out of the game.

2) A player needs to make only one major decision in each turn. This means a complex action economy, while interesting, will not feature in the tactics of Expedition. Every character performs one Action each turn.

3) Tactical movement on a grid map, while optional, will not feature prominently in Expedition. Battlefields will be composed of abstract Landmarks of varying sizes, so you’ll know if you’re in “The Altar” or “The Steps.” Ranges will be abstract distances– close, distant, far and outlying are the current range increments in Expedition Beta 2. While it would be more optimal for there to not be ranges at all I feel there’s a way to make them a valuable as well as simple inclusion.

4) A flexible, story-based resolution system for tasks that can resolve narrative events as quick or as deeply as wanted by the group. If you’re playing via email, you can get the outcome of a task with one roll and feel that it fits the story you’re playing; if you want to make a more granular challenge with a lot of different elements, you can do that too.

Do you have any other ideas along the same vein? If you’ve ever played over a chat room or via Play By Post, what challenges did you face relating to the game system, and how do you think you can overcome them if you were to design your own game or houserule an existing game?

Categories: D&D 3.5, D&D 4e, Expedition, Fluff/Inspiration, Legacy D&D, Meta, Online Gaming, Other Hobby, Other Systems, Products, RPG | Tags: , , , , , , | 1 Comment

Initial Reactions To The New DND Next Playtest Packet

It’s that time again! The folks at Wizard’s of the Coast have created a brand new playtest packet for our enjoyment. Downloading this one is actually not a hopelessly painful ordeal, so you can get it here. You don’t have to fear, as it won’t consume all your bandwidth and unleash the fury of your ISP’s data monitoring services to attempt it.

You need to make a new account, by the way – don’t use your DDI or Wizbook account as it won’t work for this purpose. This playtest is rather ambitious as it includes character creation elements and reworked creatures. You have rules for the “four big decisions” D&D Next wants to condense character creation into: Race, Class, Theme, Specialty. Each of these has a separate PDF. Equipment has its own PDF, as well as a reworked Beastiary, How To Play, GM Packet, and so on.

I think all those could’ve been combined into one, with bookmarks, but who am I to question the distribution method.

Some big changes in this one! Combat maneuvers fueled by Fighter Expertise! Everyone has really low HP! (Wizards with 6 HP are back, baby!) Damage is slightly reduced! All kinds of new themes and specialties, including the Healer, which allows you to spend money to make healing kits and anti-toxin! It’s all kinds of exciting stuff for people to playtest.

Is the world’s first and greatest roleplaying game back and better than ever?

As I have done in the past, I’ll give my detailed, initial thoughts on the new packet, with all the gravity, intellect and seriousness that I am known for in engaging discussion about this critical juncture in D&D’s life.

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Categories: D&D 3.5, D&D 4e, Humor, Legacy D&D, Meta, News, Products, RPG | Tags: , , , , , | 7 Comments

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