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Looking for Feedback on Homebrew PnP-Game/Setting

Started by Mr.Misfit, December 21, 2016, 04:36:47 AM

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Mr.Misfit

Hey everyone,
I´m Mr.Misfit and I´ve been writing this small game called Gates of Gehenna for some time now.

Its an OSR-inspired Dagger&Cloak Late Renaissance Era Game set in Fantasy-NotEurope,
after the Not-30YearsWar, and was hoping that by posting it here,
I´d be able to get some feedback on both the system and the setting.

The game features:
- Brutal and dangerous, yet simple combat system
- Class-less talent/feat system that allows for individualization of character abilities
- Unique organic character advancement system
- Simple mechanics by using small modifiers and Ad-/Disadvantage system
- Flaw-system for added ability to create drama and narrative opportunities
- Easy but "possibly" deep opponent system allowing for customization of enemies for the GM
- A dark and dangerous setting of persecution, plagues and war, where a single word can lead to riots and murders
- Advanced rules allowing to personalize play experience with different elements like character points or horror elements

You can find the game at the link:
https://drive.google.com/file/d/0B9oHoMk8UuEfM293aWNSRGdxVEE/view?usp=sharing

I´m looking forward to anything you guys have to say about it ^^
If our society seems more nihilistic than that of previous eras, perhaps this is simply a sign of our maturity as a sentient species. As our collective consciousness expands beyond a crucial point, we are at last ready to accept life's fundamental truth: that life's only purpose is life itself.
- Chairman Sheng-ji Yang, Human Hive, Sid Meiers Alpha Centauri

Mr.Misfit

I´m exhausted, but I´ve finally finished my current draft of v0.50 of Gates of Gehenna.
I´d really appreciate any comments you guys might have ^^

Rules v0.50
Character Sheet v0.50

Changes:
- Reworked Attributes (From 9 to 6)
- Reworked Talents (Mostly modified to work with new mechanics and changes)
- Reworked the Ambitions mechanic to "Corruption", complete with Track, Flaw, Anchors to embed character background etc.
- Reworked some small background details, extended background in small places
- Reworked Character Advancement
- Added "Anchors" to embed characters in game world, also to drive home point of sliding scale of corruption, finally as hero-points
- Reworked combat and armour and hp. Players now collect "Exhaustion" and armour serves as bonus exhaustion points.
- Reworked Opponent mechanics, further simplified to three-state mechanic and easier construction
- Added "Tension System" as well as some smaller changes
- Took out Example of Play, it needs reworking, very much so. Also WAR-system. That was bad.
- And a lot of small stuff.
If our society seems more nihilistic than that of previous eras, perhaps this is simply a sign of our maturity as a sentient species. As our collective consciousness expands beyond a crucial point, we are at last ready to accept life's fundamental truth: that life's only purpose is life itself.
- Chairman Sheng-ji Yang, Human Hive, Sid Meiers Alpha Centauri

Xanther

Like your Mechanics, you have room to add in d4 and d12.  The Attribute level to dice used is not immediately clear.

Really don't care for some of the other concepts which (to me) force a mode and spirit of play I don't like; especially for a supposedly setting independent system.  For example, don't like "Corruption" described as "Player characters are always in danger of slowly
sliding into desperation, being corrupted by their own actions and an uncaring world."  I mean really.  That's a specific point of view for an RPG, one I'd call pretty anti-heroic and nihilistic.   It also goes along with game mechanics which seem to be designed to make me "care," like Anchors.  I think getting embedded in the game world is half the fun but do not want it to be hard-wired into the rules.

I have a feeling that these are concepts central to how you like to play, so in that regard I think they are well done mechanics.