One of the key features for the mechanics used in Lore: Uprising, and the rest of the games that will be using our house system, is the choice to go with a completely character class-free system. This debate has been fought back and forth over the years, with the move from a class-based advancement, to a skill-based advancement with pseudo "classes", to the final version which is a true skill-based advancement system. So why did we choose the skill-based advancement system? More Rambling... Add new comment
|
The Dungeon Crawl: one of the most clichéd adventures for a fantasy RPG. Every fantasy gamer has probably done at least one, and it’s more likely that they have done dozens. As I prepared for the first actual live playtest for Lore: Origins, the dungeon crawl is the format I chose. My goal that night wasn’t to amaze our players with a staggering story—I simply wanted to introduce them to the mechanics that ran the Origins game.
So, here it is. Another Friday and time for another exciting installment of Lore gametesting. Bryan has pplaced us in a typical predicament and we will continue to surprise him and make him make stuff up on the spot. I love doing that. |
Never underestimate the power of a Mental Health day. I was feeling very stressed about all aspects of life and so I took a vacation day (Mental Health Day) on Friday. I slept in, watched TV, and went to see a movie (Sorcerer's Apprentice). After resting all day, I let the busy weekend begin. I still feel refreshed.
If you have the time, I heartily reccommend taking a day.
Designing a game, including the game system and mechanics, can be really difficult. I know, you're thinking, "Gee, if it was easy, everyone would do it." And you are absolutely correct, but even beyond that, you have to be willing to dump system mechanics or sub-systems that don't really fit your game. A designed has to be willing to kill a sacred cow, if it means the game will be better. |


