Along with the reasons I mentioned in our last post, there is something else that has been occupying quite a bit of time over the past year and is now fairly close to fruition. While my development machines were in storage, my brother and I started working up an idea for an entirely new role playing game – or rather, a combat system for role playing games.
This whole thing started because we found ourselves bored with the majority of the way combat typically played out. At the time, I myself was involved in several gaming groups. I was playing in a Pathfinder campaign, a 2nd Edition D&D campaign, and DM’ing a third-party rogue system at the same time. What I found, and what we agreed was the case in most combat systems, was that they were structured in a way so as to elicit apathy and disinterest. You wait for your turn, you roll some dice, you stand around and get beat on. That’s the way pretty much every combat system works, right? There has to be some form of turn order and initiative, giving everyone the chance to act in their own sequential timeframe.
The problem with that is that it’s boring. It becomes incredibly repetitive to do the same thing over and over, to move and attack and then stand there getting pummeled. You roll some dice, and even the best-laid plans can fail because of some bad luck. So we set out to change things in a huge way. We wanted to make combat more about skill than luck; more reactive than sequential; and more engaging and dynamic than static and repetitive. I’ll be talking more at-length about what we did and the ideas and concepts we’re using to make combat a more engaging, free-flowing experience once we’ve been through a few more play testing sessions and have made sure there is some semblance of balance. This is a system we have been working with off-and-on over a period of just over 10 months, and we’re finally at a place where we are making it into something big – commissioning artists, working up a Kickstarter proposal, and finalizing our designs. I’m pretty stoked about it, but for now that is all I can say! At this point I unfortunately have to be somewhat cryptic and ambiguous. More to come.
