Tuesday, February 20, 2007

I love Google

So, after posting my last note, I saw a link to Google Spreadsheets. I messed around with that and found a way to save my game diary there, so it can be viewed by anyone who wants to.

You'll need a Google login, but if you'd like to take a look at the diary, click here!

Gear Chapter

I’ve done a lot over the last month since I began focusing exclusively on the role playing game. It’s still pretty slow going though: mostly I’ve only been working on the Gear chapter, but it includes a ton of things like weapons, armor, and other equipment. It could have even more, but I decided not to get bogged down in too much detail (like clothes, etc.). However, doing the gear also exposed some things I forgot in other sections, which I’ve had to go back and add.

The next chapter will be about creatures and encounters. I’ve decided to create some general rules for building creatures (ie: attacks and defenses). I will also include actual mobs of various kinds. Lastly, I want to include encounters and loot tables that GMs can use.

I’ve been keeping a daily game diary in a separate excel sheet. I thought about putting it on the web, but updating it there would be too much of a pain. Also, I tried yesterday to put the entries to date in this blog, but it doesn’t format very well and I just don’t want to mess with it.

I’m a little worried that if I spend too much time on the RPG, that any comics fans that I’ve acquired will lose interest in my site. However, I’ve made the decision that the game is a high priority because it could lead to actual income which the comic has sadly not provided. So, basically, I’ll keep working on the game as long as I can and switch back over to the comic when the game is mostly done.

Wednesday, February 07, 2007

Weapon Changes

I decided to revamp the weapons in the game. Before, I had used just ion and blasters and then made several different variants (i.e.: pulse blaster rifle, beam blaster rifle, pulse blaster carbine, etc.). I felt this lacked the level of variety that most players would want. So, I added laser and disrupter weapons (each single shot) and then made the ion and blaster weapons pulse weapons by default. I also wanted to add weapons that do elemental damage (Cold, Heat, and Electricity). At first I thought about having them separate, but this would require having another ability (Exotic Ranged Weapon Proficiency, for example). I decided to keep it simply and just fold them into the currently existing abilities.

Last night I worked on some images for the game using Poser. Previously, doing that tended to be a crutch when I didn’t feel like working on the rules themselves. I have to be careful not to do that again; I need to focus on writing rules and deal with the images later. However, I will say that the image I created (which took about 2 hours) is pretty good. It shows all the playable races side-by-side so you get a better idea of their respective height differences.

Friday, February 02, 2007

Imperium Chronicles RPG

Now that I’m taking a break from the comics side of this site, I thought I’d mention a few things about the Imperium Chronicles RPG I’m working on:

It’s a conventional sci-fi pen-and-paper (PnP) role-playing game. I’ve been playing around with the game for a couple of years now, but more recently I decided to focus more on the d20 rule set, even though I’ve heavily modified it. For example, there are no classes: the game is skill-based instead, so you can pick any skill you like and are not restricted by any class. Also, instead of only have a set number of Feats (which I call Abilities), in my game you get a certain number of points which you can use to buy abilities (which cost 2, 3, and 5 points respectively). Also, the abilities are more dependent on each other; meaning you must have a lot more of certain abilities before you can get others (a skill tree in other words).

The races remain the same as the ones listed on the site (Akiak, Dahl, Draconians, Gordians, Humans, Magna, and Vogar). The Five Families and the rest of the Imperium universe also remains the same.

As for my influences, the venerable Traveller RPG is probably the biggest. One of the challenges is to honor that great game, while not actually copying it. In fact, the mechanics of my game are quite different. I would also like to incorporate some of the lessons I’ve learned from playing MMORPGs. These include the structure of missions and the removal of so-called perma-death when your character is killed.

Right now, I’m up to around 75 pages and I expect there’ll be 150-200 pages total. If I can complete the project, I plan to sell it online as a PDF in color for around $10 and a print version (in B&W) for the same price. I will then work on supplements and other things related to the game.