I ran across this little concept outline for game designers. Seemed like it was mostly for video game designers planning a game. But I was procrastinating so I wrote it up for my ongoing game project. I guess maybe it did clarify a thing or two.
Design Document
Game Identity / Mantra:
Overload the dice-chain for swift & surprising adventures in traditional fantasy game.
Design Pillars:
- Push your luck
- Strategic resource use
- Weird dice & minimal math
- Random tables sublimate tedious sub-systems
Genre/Story/Mechanics Summary:
- Swords & Sorcery
- Traditional dungeon delving
- Roll high in war, low in peace
Features:
- Dice chain (d30, d24, d20) for roll-under mechanics (Saving Throws, Skills, Magic)
- War Dice for Warriors (+1d3, d4, d5 etc to hit/damage)
- Spell Points & Dangerous Sorcery "push your luck" mechanics
- Doom Dice for initiative, tracking time, resource expenditure, morale, encounters etc for Combat Rounds, Dungeon Turns, Wilderness Turns & Home Turns between adventures
Player Interface:
- Clever roleplay: interaction with the logic & spirit of the campaign world
- Rolling dice
- Risking more & powerful spells
- Carousing, tithing, researching & feasting between delves
- Drawing pictures, writing stories & other incidental play inspired art
Art Style:
- Classic 80’s line drawing like the Basic Red Box
- Erol Otus
- Peter Mullen
- Alan Lee
- John Howe
- Frank Frazetta
- Ralph Bakshi
Music/Sound:
Development Roadmap:
Platform: PDF & Print
Audience: My friends & maybe some grognerds
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