RFLS
2015-09-17, 03:02 PM
Hey everyone!
I'm writing a game system from the bottom up, and I'm at the point where I feel that input of any sort would be useful. The game is entirely skill based, with each skill being dependent on a base stat. Abilities are purchased and unlock new uses for skills. Here are the parts I have so far:
Skills (https://docs.google.com/document/d/1jDeUPD5CK8Bk004cmG4ApVbD3Iqhoyxd_YYKWsHyxes/edit).
Abilities (https://docs.google.com/document/d/1qcMrEvt8Hjc_2cpNtMxZgZ4jP9Yyj_UnUxmiDNAL2fI/edit).
Base rules (https://docs.google.com/document/d/1qO4rLGR3LjhnVRCjk-7YO2Zra0uAQjEsaTW2HxiP5JY/edit).
Social Interactions (https://docs.google.com/document/d/1AwSUl9d2HQchoxeKelcNvqPs3DHFb_Ct4p7W0HE_pYY/edit).
To-do list (https://docs.google.com/document/d/1OxtnsAOiApn6Ex25xsNE7Je6ALZZ3zT-Xscy0p5LNXo/edit).
The setting is a cyberpunk setting heading towards transhumanism. Humanity is unlocking new abilities for itself, genetically and mechanically. Some of these abilities are almost magical in nature. The planet humanity inhabits is essentially post-apocalyptic. Most of humanity inhabits massive walled cities, while the rest of it is spread throughout the solar system, adapting to the wide variety of environments available. Some live in giant spaceships, others on asteroids, others float through the skies of a gas giant, some live on asteroids, etc. The constant high-scale warfare on the planet has led to tears in reality through which the fae pour, seeking to leave their own dying planet for ours.
I recognize that my game will not do anything particularly novel in terms of mechanics - I'm okay with that. What I want is a set of rules that fit my setting while being relatively easy to use. So here's what I'd like input on:
What character archetypes should be supported?
What skills are redundant, or not covered?
What subskills should be added?
What abilities should be added?
How can the core rules be altered to further streamline the game?
And finally, what else should the setting include?
I'm writing a game system from the bottom up, and I'm at the point where I feel that input of any sort would be useful. The game is entirely skill based, with each skill being dependent on a base stat. Abilities are purchased and unlock new uses for skills. Here are the parts I have so far:
Skills (https://docs.google.com/document/d/1jDeUPD5CK8Bk004cmG4ApVbD3Iqhoyxd_YYKWsHyxes/edit).
Abilities (https://docs.google.com/document/d/1qcMrEvt8Hjc_2cpNtMxZgZ4jP9Yyj_UnUxmiDNAL2fI/edit).
Base rules (https://docs.google.com/document/d/1qO4rLGR3LjhnVRCjk-7YO2Zra0uAQjEsaTW2HxiP5JY/edit).
Social Interactions (https://docs.google.com/document/d/1AwSUl9d2HQchoxeKelcNvqPs3DHFb_Ct4p7W0HE_pYY/edit).
To-do list (https://docs.google.com/document/d/1OxtnsAOiApn6Ex25xsNE7Je6ALZZ3zT-Xscy0p5LNXo/edit).
The setting is a cyberpunk setting heading towards transhumanism. Humanity is unlocking new abilities for itself, genetically and mechanically. Some of these abilities are almost magical in nature. The planet humanity inhabits is essentially post-apocalyptic. Most of humanity inhabits massive walled cities, while the rest of it is spread throughout the solar system, adapting to the wide variety of environments available. Some live in giant spaceships, others on asteroids, others float through the skies of a gas giant, some live on asteroids, etc. The constant high-scale warfare on the planet has led to tears in reality through which the fae pour, seeking to leave their own dying planet for ours.
I recognize that my game will not do anything particularly novel in terms of mechanics - I'm okay with that. What I want is a set of rules that fit my setting while being relatively easy to use. So here's what I'd like input on:
What character archetypes should be supported?
What skills are redundant, or not covered?
What subskills should be added?
What abilities should be added?
How can the core rules be altered to further streamline the game?
And finally, what else should the setting include?