eyebeams: (Default)
I'm just winding down before bed. I have some ideas about the aforementioned game.

1) I think I'll use Quick20 as my base, though by the time I'm done it will probably have few if any OGL artifacts. Characters have a basic stat block of: Fortitude, Might, Reflex and Will.

2) Weapons will have qualities, not a damage rating per se. A sword has the qualities Threatens (it's sharp!) and Parries (it's long!) Each template provides a straight bonus to something and allows for one special action. The environment may also have qualities, and magic might be the ability to bring certain qualities into being.

3) Other stuff has qualities, too. These take the place of skills, feat-type things and so on. I'm sensing a bit of a FATE vibe in what I want to accomplish, except a bit more individually-driven.

4) The goal of any violent conflict is to get your opponent to flee or surrender (and maybe, knock them out or give them a scratch). Your "damage" determines just how long and reliable this condition is.

5) To steal from old cartoons, the game world has plenty of automatons to destroy. 100 years ago, the Steel Orders came over the sea. Some came for slaves, others for territory or the land's wealth, but all sought the legendary Blue Passage, that would take their ships to the wealthy Worldsend Islands. They brought machines that moved like men and women but had no wills of their own, being nothing more than puppets who danced to a tune set by the etched cylinders inside them.

6) PCs start between the ages of 13 and 17. There will be detailed(ish) rules for maturation, so that every year of game time, characters change and grow independently of their advancement.

7) I'm going to call it Against Steel. And now I'll give it a tag.
eyebeams: (Default)
I'm just winding down before bed. I have some ideas about the aforementioned game.

1) I think I'll use Quick20 as my base, though by the time I'm done it will probably have few if any OGL artifacts. Characters have a basic stat block of: Fortitude, Might, Reflex and Will.

2) Weapons will have qualities, not a damage rating per se. A sword has the qualities Threatens (it's sharp!) and Parries (it's long!) Each template provides a straight bonus to something and allows for one special action. The environment may also have qualities, and magic might be the ability to bring certain qualities into being.

3) Other stuff has qualities, too. These take the place of skills, feat-type things and so on. I'm sensing a bit of a FATE vibe in what I want to accomplish, except a bit more individually-driven.

4) The goal of any violent conflict is to get your opponent to flee or surrender (and maybe, knock them out or give them a scratch). Your "damage" determines just how long and reliable this condition is.

5) To steal from old cartoons, the game world has plenty of automatons to destroy. 100 years ago, the Steel Orders came over the sea. Some came for slaves, others for territory or the land's wealth, but all sought the legendary Blue Passage, that would take their ships to the wealthy Worldsend Islands. They brought machines that moved like men and women but had no wills of their own, being nothing more than puppets who danced to a tune set by the etched cylinders inside them.

6) PCs start between the ages of 13 and 17. There will be detailed(ish) rules for maturation, so that every year of game time, characters change and grow independently of their advancement.

7) I'm going to call it Against Steel. And now I'll give it a tag.

October 2011

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