A few months ago, a friend introduced me to a very fun board game called Scoville. The point of the game is to grow, crossbreed, and harvest peppers, which are then combined in recipes. I really enjoyed it, so let's take a look at it now, shall we?
We start, as always, with the numbers:
Strategy: 4
Randomness: 2
Complexity: 2
Humour: None
Attractiveness: Ideal
Average Length of Game Play: 1 hour
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28 November 2015
22 November 2015
An Overview of Shifters
It has been a very crazy couple of weeks. I haven't posted according to the schedule in some time. But at least I've got the beta playtest draught of Shifters ready to go. So this week, I thought I'd give you a quick overview of how the game works.
Characters have five primary attributes:
Characters have five primary attributes:
- Strength: An overall measure of physical sturdiness, covering body mass, lifting and carrying capacity, health, endurance, damage capability, etc.
- Agility: A rating of flexibility and co-ordination, which includes the basis for most physical skills and proficiency in weapon use and combat.
- Reason: A description of general mental capacity, including logical thinking and rational cognition. It doesn't cover knowledge, though.
- Psyche: This is the attribute that covers what you know (rather than the ability to use what you know in a logical manner). Also governs social ability.
- Essence: This is the supernatural ability. It covers willpower, but also ability to use magic, psionics, and most superpowers, as well as resistance to these.
Each is rated from 2 to 10. The ratings are then subtracted from 12, to give you that attribute's target number (thus, if you had a Reason of 7, your Reason Target Number is 5). You purchase levels in attributes using Character Creation Points (CCPs), with each level in an attribute costing 5 CCPs. Normally, you start the game with 150 CCPs, but the GM may alter this depending on what sort of game he's running.
10 November 2015
Shifters Ready for Playtesting
I have mentioned here before that I am working on creating a new roleplaying game. It is finally ready for playtesting.
I have created a pdf of the beta-version rules set. I illustrated it myself, because I couldn't find anyone else to do it. Which means that the illustrations are crappy beyond belief. Some of them are photoshopped photographs, others are tracings of photographs done with pencil (some of which are finished in ink, others not). A couple of them are, in essence, completely brazenly stolen. I justify this theft with the fact that this is only a beta playtest version; if playtest goes well and results in a workable product, I will probably try to put this game on Kickstarter. If successful, one of the things I plan to include in the budget is paying for a professional illustrator (or possibly more than one). Every illustration I made will be discarded, the layout will be finalised and made more pleasant, and real actual honest-to-goodness illustrations will be included.
I have created a pdf of the beta-version rules set. I illustrated it myself, because I couldn't find anyone else to do it. Which means that the illustrations are crappy beyond belief. Some of them are photoshopped photographs, others are tracings of photographs done with pencil (some of which are finished in ink, others not). A couple of them are, in essence, completely brazenly stolen. I justify this theft with the fact that this is only a beta playtest version; if playtest goes well and results in a workable product, I will probably try to put this game on Kickstarter. If successful, one of the things I plan to include in the budget is paying for a professional illustrator (or possibly more than one). Every illustration I made will be discarded, the layout will be finalised and made more pleasant, and real actual honest-to-goodness illustrations will be included.