Posts Tagged ‘victorian’

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The gaming update

October 6, 2009

So, I should make a post to you guys about the status of the two games I’m currently spearheading.  Yes, I said two.  Most of you have probably guessed at this point that I’m going to make Wildfire Industries, thanks mostly due to the comments on my last post being so undeniably positive.  Thanks you guys for being honest, and I’m working on making this game work.

Black Clover, my first love and major Pen and Paper Roleplaying Project, is currently sitting in a ditch and going back and forth to get itself out.  The problem is that if this game was a car, then the outside would look awesome while the engine would be a complete complex unworking joke.  Simply put — the lore and world is fantastic.  Everyone I talk to regarding this project has nothing but happy smiles, raised eyebrows, and a wish to know more.  I’m really excited to be putting all of these thoughts and concepts down on to paper and make a gothic steampunk game.  If this game could be completely lore driven, it would be great, but sadly that’s not the case.  The game is a game first and a world second, which leads me to saying…

The system sucks.

Perhaps it’s me, the author, just being overly critical but I don’t think I am.  Every time I try to sit down and work the kinks out of combat or work with the system, I either feel I’m cutting off roleplay by being too strict or not putting enough meat on the bones of the combat system to make it unique and original.  I feel as if combat should be a good portion of this game, especially as each “class” is limited to one “mythic weapon.” (Oh snap, I just revealed something, oh well.)  That weapon should provide a really wonderful and multi-talented use, as it’s the only weapon the heroes will get.  Why did I make that decision?  Well, it simply seems to fit another system in the game, which some people could potentially guess at but I’m going to leave out of this conversation for now.

Skill checks seem to work well in the context, but those too seem to be too reliant on the branching pathways of the classes.  Plus, I don’t want to put things out of order and make something too strong or too weak.  I need to bite the bullet and get cracking on at least getting things together in some working order so I can test for these types of power issues, but every time I start working on it I feel uncomfortable.  Perhaps I just need a break.

To make up for the problems with Black Clover, I have an awesome wallpaper to give out to you guys here on mah blog.  The art is done by my good friend Melissa, who is spearheading most (if not all) of the game’s artwork.  All in her spare time.  Throw your kudos to here on here, please, and let her feel some love for all of the work she is doing — especially if you use the wallpaper below.

Widescreen Version

Widescreen Version (1600x900)

Fullscreen Wallpaper (1200x1024)

Fullscreen Version (1200x1024)

Now, as for Wildfire Industries… well… things went together damn easy.  The system is insanely modular, and in the span of 2 hours I figured out a way to play the game as a traditional RPG, a cutthroat game of roleplaying where one person is declared the winner in one session and, interestingly enough, an expandable version that can hold up to 5 teams all playing against one another in either a one shot mission or a running campaign.  Now, you need one hell of a team of GMs for the 5 teams version, but it’s possible — especially if you can play it together on the internet.

This is thanks mostly due to the fact that skill checks are easily variable and not dependent on item use, simply on stat use.  If you want to be better at X skill check, spend points on it.  Or, you could spend the company’s money, which is a discussion for another time.  Checks are easily modifiable to either accomidate one player or a team of players working together (as some checks force players to team up to make them, which depending on the game type they may or may not want to do, resulting in hilarity.)  The game also supports secretive undermining right in the checks system, and that’s not even adding in the “traits” system which are the character’s publicly known and secretly hidden abilities.

Either way, the rules are done.  The game is simple, and I think it’s better for it because it leaves oh-so-much-room for sheer insanity on the parts of the players, much like Paranoia does. (Although I think Paranoia is much more complicated when it’s put next to my system.)  Now all I have to do is complete writing up the abilities that each character type has.  Then, it’s going out for a test run with my gaming group.  If it succeeds there, it goes for a test run at the local gaming club at the University of Pittsburgh.  Hopefully all of this will allow me to refine the rules and abilities, and then I’ll ask for testers here on line.

Then, with luck, I’ll get some inspiration and move forward on Black Clover.  Mmmm… Black Clover… *drools*

Anyway, sorry for the HUGE post, but I hope you guys enjoyed it!

~Sera