[Google Docs Link] (https://docs.google.com/document/d/1E4XfjrbhViWNyebh09LZngHm6HX0GHQL-RrHKIcSxEU/edit?usp=sharing) ||
[PDF Link] (https://drive.google.com/file/d/0By8-wgwQqUPKZkhqMmREVFdQZW8/view?usp=sharing)
Tempo RPG is my attempt to make a game that pushes characters to take risks and push their luck as a team, and grow and change as a result. It is also an attempt to use a deck of cards as a core resolution mechanic. Here is the bullet point summary:
- Generic med-crunch system: I want to get the mechanics and feel down before I bring in setting details.
- Core mechanic: play x cards from your deck, pick one and adding bonuses. Additional cards from your check can be pitched for bonus effects.
- Low cognitive Load:I tried to make character creation easy and quick, and the number of things to track during gameplay low. Complexity should increase as you advance. not hammer you all at once.
- Changing Characters: Characters are defined by traits,adjectives and backgrounds that are improved or changed during the game.
- Group Character Sheet: keeps track of things everyone needs to know, has group features and advances with the characters.
- Abstract stress/trauma system: encourages tension and pushing your luck.
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Progress
- I have done: The core rules and mechanics, Character creation, group creation advancement system for traits in game a decent and coherent math base and basic gameplay
- I still need: Mechanical Character Abilities, classes/archetypes/bundles, Full GM section, Editing and proofreading, Between-session advancement
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So long story short,the document and pdf links are above. It is 20 pages, with plenty of whitespace.
- What do you like about it? What should be changed? What do you want to see more of?
- To you, is this project worth continuing?
- I am an unemployed student with no money. If this project is worth continuing, what should I do from here?
This entire thing has been a massive learning experience and I would really love any questions, comments, feedback or criticism.