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    1. Ability Themes

      Am I thinking about these wrong? I think I default to ttrpg conventions where classes are complex and long, and require internal flexibility to be differentiated (you don’t want every Paladin to play identically to every other Paladin, so you introduce subclasses, or feats, or archetypes in pathfinder, etc.). But in a lot of TRPGs the classes are much shorter sets of purchasable abilities, and differentiation comes from the combination of classes. What if classes were shorter, simpler, and arranged in more complex trees - ie these builds/themes like Juggernaut or Vivisectionist become classes into themselves, and Legionnaire/etc have to do less heavy lifting. Would that be more or less satisfying?

    2. In addition to classes, characters could also have an Origin. Origins provide 1 passive and 1 active ability at level 1, another of each at level 11, and a final one at level 21. These count towards your maximum abilities, so you don't need to use them but can choose to.

      Latest idea, to try to give characters a bit more differentiation. But it may be choice overload and extra balance complexity that doesn't accomplish all that much; is the juice worth the squeeze?

    3. Editor Flag Act 4 is currently two sentences. As the climax of the entire game, this needs substantial development. What is the Unwrought? What happened to the God-King? What does the player find in the Forbidden Quarter? These are the questions the entire narrative has been building toward, and beta readers will be frustrated to find them unanswered. Even a rough outline of the final sequence would significantly improve this section

      These questions are answered, but I figured I'd hold those answers back until later in the process, in case we decide to go a different direction with this and play through it