Showing posts with label URPG. Show all posts
Showing posts with label URPG. Show all posts

Wednesday, October 26, 2011

New Stuff

First post in a while because I've been up to my ears in concepts for a solid week and a half now, but boy do I have some new ideas to show for it.
First off, Cathedral in Hell. A game with a lot of similarities to Heist! though with a darker tone. This one's already got a lot of progress done, so feel free to dive in and look at the raw data, it's all open content for players and operators.
CiH: Rules
CiH: Information
Second, Cosmos. This one has a lot less progress done on it, and is going to be a traditional talk game. I know those haven't had a lot of progress lately, but I'm gonna keep trying. It's back to the rule-of-cool days, in terms of progression and powers, and has a really unique and deep magic system, that will take a long time to explore fully.
Third, more Scenarios and Settings for Heist! I haven't seen a lot (read any) community content, but I'm going to keep putting out new stuff for a while at least, in the hope of sparking some interest. I also definitely want feedback on why you aren't making stuff, but I'm used to not getting any replies to these.
Fourth, URPG, ready to go. URPG 3e had a rough test run last time, since I didn't get to test the balance online, but I've finished the NPCs for levels 1-7 now, and created a simple program to help me run URPG over AIM, compeitively and cooperatively, which should give more chances to play the game.
Fifth, videogames. I'm making them, currently one project in Unity and one in Java. They're both a long way off, but if anyone is interested in helping with either, I'd be happy to hear it.
That's all for now, though I'll probably remember some more tomorrow. If you have any interest in any of this, I'm only going to know if you comment or contact me directly.

Saturday, October 8, 2011

Thursday, October 6, 2011

New Mechanic in progress for URPG 3e

Styles are a brand new mechanic for 3e, and add a whole new layer of customization, you get one per point in Aptitude you have, and I'm thinking you can improve one (all of them?) each time you level up.
Basically, these are your 'specialties' while classes define your broad capabilities, these will give you new ways to use your equipment, Spirit, and any spare Perks and Skills you can buy (especially useful if you're putting your levels into Histories.)
For the average player, this mostly means new cool tricks to do with their weapons, but for a player with high Adaptability, this'll give them a ton of options that they should be able to use in any situation. It'll also give classes that normally don't have many combat options (Inventor, Strategist) some new options for participating in combat.
I'm also toying with the idea that Styles can be improved/acquired by 'Training' a new mechanic that I'm considering adding to long-form plots, where the story is essentially a 'race' to beat the bad guys before they complete their plan. Training would be a way to turn a 'lead' into enough power to win more challenging battles.
Questions and comments always welcome.

Saturday, October 1, 2011

Huge Change for URPG 3e

I'm changing Allies to Adaptability. And now the hybrid 'Life' stat that used to measure Resources+Allies is the 'Cunning' stat, which covers Resourcefulness+Adaptability. I'm planning to drop most of the concepts associated with Allies (such as Ally slots, and calling in Allies) entirely, or at least largely detach them from the stat. This also means I'll likely be rewriting several classes, most importantly Tactician and Strategist (since they're already complete) but also Wizard(not too much) Hero(may require a total change) Diplomat (probably a total change) and Captain (Probably to something more similar to Scoundrel, speaking of which, Scoundrel will probably also be changing, now that Genius =/= Adapting)
If you have any questions/comments/suggestions, I'd be glad to hear them, since this is going to be a big change to one of the core mechanics, making even more of a difference than Spirit or Coda.
Also, if you want to see the work in progress, here is 3e character list. The characters who's names start with "3e" are the ones I've finished updating. Please ask about anything you don't understand, as that'll give me a good idea of what to put in the updated rulebook.
P.S. I forgot to mention what Adaptability is good for! It'll mostly be about finding opportunities. So sort of a combination of luck, observation, and charisma. You will still get allies(in a sense) because when you enter a situation, Adaptability is gonna let you run into more helpful people, etc. I haven't worked it out mechanically, since I'm still brainstorming, but I figure it'll probably be something like letting the party sum their Adaptability points, and use them to pick what sort of advantages they want. idk, it's still very rough.

Tuesday, September 27, 2011

First major 3e changes

Capacity (that 'strength' stat)+ Level will determine your Spirit per turn.
The elements are going to be greatly streamlined and focused, becoming more like attack 'types' (eg. slashing, bludgeoning) This means I'm going to need to create a new method for creating X.
The X are going to come in greater variety, so cases like Quezacotl (beating an X at relatively low level) will be possibile again, though require at minimum some specialized tactics and resistances.
In the line with this potential need for more customization, I'm considering letting you switch (Wis+Gen) skills/perks between each battle. This would probably slow the game down though, so I'd definitely like to hear more ideas.
Damage Types: Weapon, Atrophy, Force, Corrosive, Shock, Effect
 Codas are a set of rules of absolute superiority. Something of a higher Coda can effect everything lower than it, but something of a lower Coda cannot effect anything of a superior Coda. Various effects and item modifications can be used to increase and decrease Coda.
Codas:
(I)maginary, (S)ensory, (P)hysical, (M)agical, (T)rue, (D)ivine, (R)eality
Stat Changes:
Capability will now govern Spirit, in addition to melee damage
Resources is now Resourcefullness, and that'll require a lot of changes, but basically it makes Resources a better stat.
I'm currently trying to find ways to increase the utility of the Allies stat.

Ulitmate RPG 3rd edition

Hey guys. Taking suggestions for URPG 3rd edition (and the last remaining classes)
The main new mechanic is going to be "Spirit"which is a currency for buying actions. You get probably around 10 per turn, and depending on preference and class, you can use it for a few powerful moves, or several weaker ones. I imagine this'll add a bit more math to the game, but should increase flexibility and allow me to better quantify the balance of the game, so all the classes, backgrounds, and skills should be more equal.
I'll be creating the 3e documents separately from the current 2e documents, but I'll be putting links up on here once they're cleaned up enough for people to read them.

Sunday, August 28, 2011

Ultimate RPG

Here are all the active player-accessible files for the Ultimate RPG. If you're interested in running a game of the Ultimate RPG, send me a message or say so in the comments and I'll send you the links to the secret stuff.
General Character Information
Histories
Classes
Allies
Resources