Friday, May 22, 2009

Thinking too much, or maybe too little.

As we work on the new game system I find myself resenting all the other work I have to get done. *sigh*

We are really developing a series of concepts and designs all at one time. Having started with a set of goals and concepts we are starting to comprehend the job we are doing. It is actually a series of projects that are entwined, many of which will be directly usable in DS and many that need conversion.

The end result is we need to be certain we have them all in a condition to work and be understandable before we release the beta system for everyone to use.


First, we finally have a way to print cards at a reasonable price, making the project possible. So we are on it.

Second, we wanted to attend to a couple of issues that have developed in DS. The Cast Pointing system needs work to make it easier and more clear. Something we can print for everyone to use. The new pointing is working, but it will be sometime before we can be sure.

The capacity system has been doubled to make more room for "stuff".

The combat system is being cleaned up to make the game run smoother and faster. After several weeks of playing our people have come to the conclusion that the Action only and more regulated rounds are better, faster and more fun that DS's wide open way. The tricky part is they had to play for several games to be able to get over the DS way and give the new system a fair chance. I am not sure how to replicate this time in a public beta. Right now I am talking about it and hoping that people will be ready to give it a fair shake.


Third, we are changing the Actions/Independents system. and I covered that in the previous post.


Fourth, We are changing the card usage. I have not mentioned this yet, I don't want too much shock out there at one time. This is another one that is taking time for players to adjust to, but as we progress we are finding people liking it. We have virtually no Anchors in the game. Everything is on Aces, and you can only play one Ace at a time. One Action, One card or activity.

Fifth, moving into new territory and expanding the background. The different worlds are in the same universe as Grandilar. The Pylos are having trouble on many worlds and in the Astral World. It is the fault of the Astral Backlash from Deathday and those damned Blackwind Dragons. You know, the clan that got chased off Grandilar some 2,000 years ago by the other Dragon Clans for experimenting with banned magics. It is also why the Pylos did not follow up on the Deathday victory. It set off serious storm problems in the Astral world and has made everything tougher for them. We have had this built into DS for a long time. We have a whole series of stories, concepts and ideas on this, but we have never assembled them into a complete write up. This turns out to be a big job by itself and has to be complete before the new stuff comes out. Some of this will be revealed first in the podcasts.


Sixth, we have a new system for Dungeon crawls. Mapping, Ambiance, Decor, treasure and creatures. This is designed to accommodate random encounters and set encounters in a more linear way. Working really good for GM's. The system works outdoors, astrally and spirit world as well, but we are focusing on the Dungeon version first, so we have one complete. This is actually a Universal set up and will work for almost any RPG. It will also allow for easier scenario publication, something that is difficult now in DS. This is what is behind the card submission request for Labyrinth Ambiance card ideas. I want as much variety as possible. There will be more requests for ideas like that will be appearing as we go along.


The end result is that the overall system is much better integrated than DS was. At the same time I am terribly excited by the project, but it is going to take a long time to get it all working smoothly, and release it for testing on the web. If we put out an incomplete version too soon, it won't get a fair shake.


For now, I need to get back to the con prep work.

2 comments:

Cope said...

I would really love to work on this as a developer. I have to hone a lot of skills and I do have a game made with cards and such that I had based off of this system. I'd like to see the new system to see if it is more a fit to what I was working on. I do not in any way want to make my game ideas into this new chapter but to see how the system works. Could you mail me when you have time again or sit down at GenCon and let me know? Your friend, back in the saddle! -Cope

MarkEllisHarmon said...

The game is a pile of scribbled notes, ideas in minds, and thoughts in the wind. Until it is in an understandable form I can't do more than talk about the ideas to get people interested. I'll be doing that here.