I left my flash drive at home again today. So, in lieu of working on the story due Friday, I have been looking at dormant projects that I have on my hard-drive. One of which is Life of Rage. After some consideration, I have decided to forgo the idea of rewriting the whole thing in first person. I put a lot of work into its previous incarnation (called Being Green), and it seems a waste to just toss all of that text. However, some of the elements created for LoR will be finding their way into the new BG.
Anyways, in reading through it today, I noticed something. I don't like magic. Perhaps it is because I read too much Conan as a teen, or because I almost always play a warrior of some kind when I game. Whatever the reason, magic just does not come naturally to me. Especially when writing about the mechanics of it. In both Age of the Sword and Life of Rage the sections on player-used magic is devoid of detail (in AotS it hasn't even been started yet).
This is largely due to the genres these games fall into. AotS is a Sword & Sorcery game in the vein of Conan and his ilk. Magic is evil, mysterious, and often entails sacrifices and other diabolical actions. Life of Rage is about Orcs. The characters are Orcs. Orcs generally distrust magic at best, and usually avoid it all together. In both games, it makes sense (to me) to restrict magic to NPC's. But I know that there will always be players who ask "Why can't I (go outside your rules)?", and wish to make magic using characters. My first instinct is to tell them to just play D&D and leave my game alone. Which is what I am leaning towards doing anyways.
Of course, another reason may be because magic in an RPG tends to be the most complex section of a rulebook. Look at the D&D Player's Handbook. Literally half of the book is dedicated to magic and spell lists. And that goes for every edition of that game. Frankly, I just don't want to put that much effort into it. Maybe if I was working on these games with a team of writers and creators. But I'm not. It's just me.
So, there you go. No magic using characters in my games. Anyone think that will detract from the playability? Will I lose a significant number of players (you know, maybe 25 out of the 100 people who might like the games)?
Showing posts with label sword sorcery RPG. Show all posts
Showing posts with label sword sorcery RPG. Show all posts
Wednesday, May 11, 2011
Wednesday, May 4, 2011
Age of the Sword ver. 1.1
So I did some work on Age of the Sword. You can access it here:
Age of the Sword - Play Test ver 1.1
Changes include:
Quick question for anyone who has actually looked at it; do you like the page borders? I'm iffy on them right now.
As always, comments, criticisms or requests can be directed here, or emailed to me.
Age of the Sword - Play Test ver 1.1
Changes include:
- Added blank pages to seperate sections
- Edited some text
- Removed Skill "Specialties"
- Added some images
- Added a large amount of information about The World
- Modified the Character Sheet
Quick question for anyone who has actually looked at it; do you like the page borders? I'm iffy on them right now.
As always, comments, criticisms or requests can be directed here, or emailed to me.
Wednesday, April 20, 2011
The game is afoot!
Well, today I put the first "playable" game of my own design up for criticism and comment. Age of the Sword is a Sword & Sorcery RPG using a system I created years ago, and have been tweaking and playing with ever since. The system itself has an interesting history (I think). It started as an effort to put an entire RPG onto one side of one sheet of paper. The fruit of that effort was called Wizards & Warriors, and it was a very rules-lite fantasy game. No setting, no detailed descriptions. Just the bare bones, geared towards those who were already in the FRPG Know.
W&W was lame. I admit that. But, it did spark an idea. What if I took the core mechanic that I had come up with, and expanded it into a full-scale universal system? Thus was born EGO: Endless Gaming Options. I spent several months of unemployment in early 2000 (having just left my job to follow my then-wife to Salinas, CA from San Diego) working on EGO. It turned out pretty good, and I even had a few people download it for use in their home-brew games (though no one ever got back to me on how it worked out).
Anyways, interest waned, as it always does, and EGO fell to the wayside. I would look at it every once in a while; add some stuff to it; tweak the system. But, meh. Nothing major. Then, a few years ago, I got another idea. I wanted to create a Sword & Sorcery RPG. So, I dusted off EGO, stripped it of all non-S&S detail, and started playing with it again. Interest waxed and waned, along with my literary mood swings (see my last blog entry).
And today, after a few weeks on an S&S kick, I have finally made a (more or less) playable version, complete with some artwork (borrowed from Frazetta mostly) and some extra flavor text. Still no specific setting attached to it, though. The setting I was going to use got re-tasked somewhere else, and I lighted upon an idea for a new one last night. So, while I chip away at working that up, I put the basic game on Google Docs and shared the link with my Facebook page.
[Download/View it here]
A few people have already said they would take a look. I hope they don't hate it.
Yeah, I'm a pretty "low self-esteem" person, especially with my writing. So, I always start with assuming people will hate what I do, and then hope that I'm wrong. It seems to work out fairly well for me.
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