Hello,
I just joined and am looking for some people to review my partially finished, unedited frpg. Right know I have about 240 pages of the player's handbook and am not really done with any one chapter. Still, I figure I'm about 80-85% of the way done.
The game uses only d10 rolls to resolve Challenges -- there is no rolling required to determine damage, duration, etc. Character Creation is done through point purchasing a la Amber.
The player's handbook can be found at http://games.groups.yahoo.com/group/thirdkingdom. Thanks, I am looking forward to hearing feedback and comments.
What's the game about though?
Quote from: thirdkingdomHello,
I just joined and am looking for some people to review my partially finished, unedited frpg. Right know I have about 240 pages of the player's handbook and am not really done with any one chapter. Still, I figure I'm about 80-85% of the way done.
The game uses only d10 rolls to resolve Challenges -- there is no rolling required to determine damage, duration, etc. Character Creation is done through point purchasing a la Amber.
The player's handbook can be found at http://games.groups.yahoo.com/group/thirdkingdom. Thanks, I am looking forward to hearing feedback and comments.
Not quite sure how to answer that . . . While it is designed around a system-specific world the game is meant to be open ended as are most RPGs. So, it really is "about" whatever the GM and the players want it to be (to answer your question literally). Other than that it similar in theme (I suppose) to most other FRPGs in that characters gain experience and levels through adventuring. I've just gone ahead and attached an old copy of the Third Kingdom to this posting. It is in Word -- for some reason the pdf format did not want to update.
Todd
Quote from: thirdkingdomNot quite sure how to answer that . . . While it is designed around a system-specific world the game is meant to be open ended as are most RPGs. So, it really is "about" whatever the GM and the players want it to be (to answer your question literally). Other than that it similar in theme (I suppose) to most other FRPGs in that characters gain experience and levels through adventuring. I've just gone ahead and attached an old copy of the Third Kingdom to this posting. It is in Word -- for some reason the pdf format did not want to update.
Todd
I guess I meant two things: firstly, what genre is it (which you've answered, it's 'traditional' fantasy and set in a particular world of your own creation),
and secondly: what's the 'point' of it ie what's the thing that should make people want to play this game, rather than another. Like for example the 'point' of Tunnels and Trolls seems to be that it's like Dungeons and Dragons, but much easier. Or I think the 'point' of Vampire is that it has a setting that's like a lot of fiction, but not like a lot of other role-playing games. Or other games' 'point' might be that they have more realistic rules, or allow you to really make the character you want, or...etc etc.
I think you sort of answer that second question in the document, but not exactly.
Like a lot of people would comment that, given that the genre is fantasy, why not do it as a simplified/more detailed/whatever version of the d20 rules - thus meaning that D&D players don't have to learn a whole new set of rules.
I'm not saying you should do that, but only that if you're not going to, you might want to state a reason why you think that wouldn't work - which would also be a reason why you think your system is better than d20, at least for what you want to do, and thus would be a 'selling point' for your game.
Obviously for 'd20' you could read 'RuneQuest', or any other set of fantasy rules.
I guess I've been away from role-playing for quite a while now, and it seems that a lot has changed since the mid-nineties when I stopped. You asked what the "point" of the game I am working on is. Well, maybe the following will help.
1) Produce a low cost game that allows a multitude of character options. Since characters are created through a point system with no classes each player can create the exact character they want through the selction of Talents and skills. It seems to me that while D&D certaintly has expanded the number of classes and prestige classes available it has the drawbacks of a)costing a lot of money to buy all the supplements and b)there are still classes so it is still difficult to create your ideal character.
2) Provide a simple system that limits the number of tables used in play, relies on as few dice as possible, etc. in an effort to speed up play.
3) Use a single, flexible magic system that encourages simplicity but at the same time provided unlimited actions (i.e. characters can make up and cast spells on the spot).
I hope this helps,
Todd