Outlines and Notes
When I joined the Devtober jam with the idea of working on this game, I admit I underestimated what I'd signed myself up for. Even though I have been using plenty of these systems, and even been writing parts of them down, it's a very different process to try and work them into a way that makes sense and looks good too.
Especially in the idea of writing an RPG book!
But I have been figuring out what things I want to incorporate into it, whether it's things I've already made, things I want to make, or changes I feel would make it more fun for the people I play with. The problem is how to present those ideas as anything but the equivalent of a bunch of note cards and bullet points as I try to write out my ideas.
But I guess that's the point when you're just starting out. You don't have a whole product yet, you probably don't even have a prototype yet!
So...why not be a little messy to start with?
So I present to all of you, the outline and notes for the City of Falling Leaves Project!
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- d12 based system
- Zone Based combat
- Enemies and Traps designed around zone based combat, Area Control, and dramatic movement through each encounter
- Class system with interchangeable components
- A combination of Base Classes and Packages, a list of abilities you can add to your character as they advance.
- All classes have a Rest Die that determines their health as they level up, and forms a Rest Pool that they use to regain health and perform tasks.
- The ability to select class features as they level up, rather than a set progression
- Some features do require others in order to work
- Only advancing to level 10
- Short Rests that burn Rest Die to regain hit points based on their roll.
- A system of food for restoring Rest Die as well as giving elemental buffs, all shaped by the ingredients, spices, and methods for preparing them.
- Something piping hot or bitingly spicy relates to Fire Damage
- Food and drink that carry a punch with their aroma or flavor relate to Radiant and Shock damage
- Cool and watery ingredients or light and crisp flavors relate to Cold damage
- Meals and drinks with the taste of earthy minerals and herbs relate to Thunder damage
- End possibly acid, I'm entertaining the idea of just making thunder an aspect of earth
- Even the rarity of foods and drinks and poisons can give greater buffs or inflict greater damage
- A cooking system that allows players to harvest ingredients from plants and monsters
- Transform them into wonderful dishes
- Even transform a dish into something else entirely
- A Task system that spends Rest Die in order to craft items or build structures
- A system of structures and districts to allow the city to expand around the players
- Allows for customizing the city as it grows, whether by the players or the GM
- Creates a chain of developing structures, from the smallest of camps to the largest of city structures
- The players can take sessions to perform various jobs as the city grows
- Spending rest dice to help build new structures
- Clearing out traps or monsters
- Even healing or cooking for others
- A smaller, but more flexible set of spells
- Spells are capped off at 5th level
- Various effects can modify how these spells work
- Altering how certain types or specific spells function
- Gaining an extra effect by casting certain spells
- Items that can expend one spell in order to cast another
- Not having to prepare spells ahead of time and instead casting from your known spells
- Use of spell slots, much like D&D's sorcerer and warlock
- A small number of slots that recharges each rest
- A small number of slots and a pool of energy that restores at the end of the day
- Creature sizes run from Minor to Mid to Greater to Giant
- Minor and Mid sized creatures can only attack enemies in the same zone as themselves
- Weapons and Spells can bend and break these sorts of rules
- Greater creatures can attack enemies both in and next to their own zones
- They deal more damage to enemies in the same zone as them
- Giant creatures are so large they can be hit outside their own zone
- Neither creatures nor enemies can enter zones occupied by giant creatures
- Giant creatures can hit just as hard as greater creatures against zones that are next to theirs
- When a giant creature moves into a zone, it forces out anything that was already there and damages it
- Minor and Mid sized creatures can only attack enemies in the same zone as themselves
There's admittedly a lot to work on, and there's plenty that will probably change over the course of trying to wrangle this bundle of ideas into something more cohesive.
City of Falling Leaves
Turning a Homebrew into something more
Status | In development |
Category | Physical game |
Author | ValBrerund |
Genre | Adventure, Role Playing |
Tags | devtober, Fantasy, LGBT |
More posts
- The Brave KoboldsNov 19, 2020
- TimeNov 19, 2020
- Introducing the CityNov 09, 2020
- Deadlines, Finish lines, and Bumps in the RoadNov 01, 2020
- Classes, Scale, and AnxietyOct 27, 2020
- An IntroductionOct 26, 2020
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