Game Developer’s Blog
FFRPG – Allinav.
I have written previously about the game system that I
was developing. It continues to
develop. However, here I am going to
talk about an off shoot of that development.
About mid 2014 a friends mentioned how long it had been since they had
played an RPG. Probably because I was
relating my ‘old days’ of my RPG group that did so on a weekly basis [sometimes
all weekend] and with a campaign that lasted over 18 months. So I sprang an idea. Part of the game system was going to be ported
to RPG at some point in development anyway, so now would be a good time. It would be fantasy, so I had to do a little
tweaking with rules, but several months later I had a significant portion of
the rules written and basically character generation and racial basics.
All of this then needed to be play tested. I invited a group, and in January 2015 began
a fortnightly gaming session to play test the game. Starting at level 1 with a party of six
players, I began testing the mechanics and simplicity of the world that I had
created.
So over the next few blogs I am going to describe the
steps along the way of developing
Pres first session.
The game mechanics started with a conversion of the Table Top stats
across to being percentile stats fir the RPG.
This was very quickly thrown out and a second set of attributes were
added to represent the variables between individual characters. The stats were retained to represent the
basic values of the different races.
This brings us to the races that I chose for the Allinav
world view. I had to have Dwarves. And wanted them to be the focused race. However I wanted some of the other races to
play off. I also wanted to try to curb
the more bizarre racial availability [at least to begin with] and this brought
the player races to 6 playable developed races that were further developed. Dwarves, Halflings, Pixies, Elves, Faeries and
Humans. Next was development of weapons,
in classes, and skills.
The first game play session,
First part
of the first session was character generation, the main part of the problem encountered
here - and this continued until well into the April sessions - was how the
bonus and skills added up to achieve a target value. Also skills which seemed to work a little to
begin with, but required refining at a later point. At this point despite
the descript ion of they work being in place, morality was not applied and
still has not really entered game play.
I would suggest that at this point the game play is not advanced enough to
take special notice of morality. For
those who are curious to know, Morality is how this game handles ‘Alignment’. Instead of applying a good vs evil approach
to the game, the Morality expects that each player will consider how the act
and interact with other people of the same race and others.
The first
game session went reasonably well, all considered there was about 3 hours of
play after an initial character generation period. The party consists of
six players; a Dwarf, a Halfling, a Faerie, an Elf and 2 Pixies. This puts half of the PCs as flying
characters. Elements that are requiring
work are those relating to skills and the summoning function. Over the
next few weeks the three people on the development team work out some kinks,
the most important of which is the skills and how they function. It took a second playing session where the
skills are further tweaked and then an eventual upheaval on how the summoning
will work also essentially turning summoning into a type of skill set. Thus
it can increment for points values much the same way that other skills can.
Skills are
now split into five categories,
Offence,
defence, survival, social and summoning.
With the addition of a spread sheet that allows the player to just cross
off the skills they want to increment, it allows for reference as opposed to
multiple transference of skill data.
Summoning was the most contentious subject during this period. In the Allinav world, there is not ‘magic’ as
usual fantasy worlds. In Allinav there
are summoners – people that are able to focus their affinity with one or more
of the five elements and the elemental plane.
This took a while to tweak so that it was not too powerful, but was also
not so difficult that it could not make and effective change to the game
play. In latter sessions it would take a
little further tweaking.
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