Eldritch Blueprints


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My scattered ideas
Maybe here they can become something useful

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This will be in everyone of my future campaigns

#worldbuilding #lore


I realised I never explained what MOSAIC strict is. If you want details here is the link

https://blog.trilemma.com/2021/02/nothing-at-bottom-mosaic-strict-rpg.html?m=1

But I will summarise for quick reference.

Mosaic is a set of criteria which can be present in a game text's design. This tells nothing of the game itself (no genre or style of play and absolutely nothing about quality) but it tells how the rules are being written.

MOSAIC is an acronym:
- Modular. It's meant to be used with other RPG and it's not an entire, complete RPG.
- Optional. It's not necessary to play an RPG.
- Short. It's no more than 1500 words.
- Attested. It describes itself as Mosaic Strict.
- Indipendent. It does not refer to external mechanics and rules used in any other RPG.
- Coreless. Assume nothing else is in use beyond free-form play.

If all the criteria apply, it is considered Mosaic Strict.

Rereading this, I am even more sure I will not be able to make a proper Mosaic Strict rule set :/

Still, I'll try. Gotta go write part 1 of the combat system.

See you later 👁

#rpg


Real life duels with melee weapons are very different from the usual RPG combat, which is not a bad thing.

Duels tend to consist in only a few exchange of blows in the span of a few seconds. Many of them finish in an instant, which can be pretty anticlimactic. But that is not the point: I want to design realistic dueling rules.

First of all, a checklist:
- weapons and fighting styles,
- armours and shields,
- parries and blocks (aka 90% of the action),
- actual hits (that are usually insta-kills)

This will be a series of posts, mostly because I have not the attention span to finish all of this in one go. I will try to follow the MOSAIC guidelines but I have little faith in my ability to keep them simple so expect this to get a little complicated really fast.

See you later 👁️

#rpg #combat


At first my idea was "I want to design more realistic melee fight mechanics" and is evolved into "I want to design many more mechanics" so I started this channel basically to keep track of ideas (which was never my forte)

Since I forget stuff I predict this channel will not be updated regularly at all so... yeah, stay if you want


#idea #game with randomised bosses upscaled or downscaled depending on level

Or maybe not scaled, that could be fun

It's also an open world, when you start a saving you choose a map and (hopefully) follow it to the end, each map leads to a different nugget of lore.

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