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 […]
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 […]
I’m struggling with how to word magic attacks in Forge Engine. Anyone got strong opinions on these variations of the lines beginning ‘Make an arcane attack’: Drop a comment below with your thoughts.
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 […]
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 […]
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 […]
I’m still working on the Forge Engine (while juggling various updates to Hero Kids). At the moment I’m developing the monster stat blocks so that the GM has all of the information they require at hand. The trick has been to provide all of the monster’s information in a compact and usable form. Ideally, I want to […]
One of the unconventional elements of the Forge Engine RPG is the structure of the turns. Traditional RPGs have a round/turn structure where each character has a discrete turn within each round. Their actions occur within their own turn, and time passes in a strangely linear fashion which requires some mental gymnastics to unravel. Once each character’s round […]
The first thing I look at whenever I check out a new RPG is the character sheet, because you can tell so much about a game just from this one element. This is the character sheet for the Forge Engine RPG I’m working on. Feedback, questions, and discussion are always welcome.
Tonight was our first playtest of a new game system I’m working on called the Forge Engine, which is an Abilities and Skills based d10 system: • Ability and skill based system (classless)• Give players freedom to craft their own characters• Increased power through larger dice pools (d10 dice)• Opposed rolls for combat to keep participants engaged• Skill challenges against […]