Forge Engine and Savage Worlds?

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

Here’s a question I’ve seen a few times; how is Forge Engine different from (or similar to) Savage Worlds?  Both are universal systems, that support traditional fantasy and modern games. Forge Engine is similar to Savage Worlds, in that they are both universal systems and use many similar design models. However, in practice Forge Engine is very modular, and allows […]

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 […]

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 […]

Forge Engine combat turns description…

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

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 […]