Forge Engine beta feedback (pt. 3)

Posted Leave a commentPosted in Forge Engine, Game Design, Mechanics, Playtest, Rules

Welcome to the third in-depth beta feedback and system discussion for Forge Engine.  This post contains feedback from RPG.net user Imbrium. In the text below, the text in italics is the comment from the playtester/reader, and the following normally formatted text is my response and discussion.  Consistency: You use diamonds with numbers in the middle to […]

Forge Engine beta feedback (pt. 2)

Posted Leave a commentPosted in Character Sheet, Combat, Forge Engine, Game Design, Mechanics, Playtest, RPG, Rules, Skills, Spells

Welcome to the second in-depth beta feedback and system discussion for Forge Engine.  This post continues feedback from Reddit user htp-di-nsw. In the text below, the text in italics is the comment from the playtester/reader, and the following normally formatted text is my response and discussion.   Again this post continues the page-by-page feedback, but we also get […]

Forge Engine beta feedback (pt. 1)

Posted Leave a commentPosted in Character Sheet, Combat, Forge Engine, Game Design, Magic, Mechanics, Playtest, RPG, Rules, Skills, Stat Blocks

This post and the next few blog posts include long and in-depth feedback and discussion from the recent Forge Engine beta playtest and feedback process.  In the text below, the text in italics is the comment from the playtester/reader, and the following normally formatted text is my response and discussion.  Special thanks to Reddit user htp-di-nsw for […]

Why the Forge Engine?

Posted Leave a commentPosted in Classes, DnD, Dungeons and Dragons, Forge Engine, Game Design, HAD, Hero Kids, Heroes Against Darkness, Mechanics, RPG, Rules

Nobody needs another RPG system, so I made one anyway… “Why?” Well you may ask. Some RPGs are written as homage, some to extend a family of games to a new generation, others to solve a specific problem, or to introduce a whole new approach to role playing. My first full RPG – Heroes Against […]

Forge Engine hits Beta

Posted Leave a commentPosted in Adventures, Characters, Forge Engine, Game Design, Playtest, Role-Playing, RPG, Rules, Settings, Skills

Work on Forge Engine has continued, and I’ve now gotten the system to the point where it’s effectively Beta.  For the non-software developers out there, this basically means that: The core system is complete The content is largely (or wholly) complete Some bugs may remain Check out the latest playtest packet on the Forge Engine […]

The Road to Ruin aka Holiday Report Pt. 2

Posted Leave a commentPosted in Art, Board games, Combat, Game Design, Game Publishing, Mechanics, Playtest, Rules, The Road to Ruin, Uncategorized

I tend, as a designer, to rush to artwork and layout quite early in the design process.  While other designers recommend waiting as late as possible before incorporating these graphical elements, I have not managed to internalise this habit.With The Road to Ruin, I quickly moved from the white index cards to template cards that I wrote […]

Heroes Against Darkness review…

Posted 1 CommentPosted in Classes, Combat, DnD, Dungeons and Dragons, Game Design, Game Publishing, HAD, Heroes Against Darkness, Magic, POD, Review, Role-Playing, RPG

Well this is unexpected.WQRobb over at Graph, Paper, and Games has just posted a review of my first RPG, Heroes Against Darkness.Graph, Paper, and Games – Heroes Against Darkness review…It’s unexpected because it’s been a while since I’ve had a review of HAD; the world of D&D variants has moved on from HAD since 5th Edition was […]

The Road to Ruin aka Holiday Report Pt. 1

Posted Leave a commentPosted in Board games, Game Design, Mechanics, The Road to Ruin

Last year I got involved with a local board game design group based out of the Games Laboratory shop here in Melbourne.  I’d dabbled with board game design, first with a largely depressing climate change game called Equilibrium. Following that foray, I decided to try another board game.My inspiration this time was from one of […]