Today I quit my job. I did so since it put pressure I could not handle and caused stress I could not work with. This act is both a good and a bad thing, but not what I’m here to talk about.
Following the above, I am now with much more free time, and I had promised Josh Tim Burton, who’s going to play TargetRPG Basic soon, that I would be able to put out Extended Chargen and Campaigns soon.
I believe I can do this, to boot.
However, despite said belief, I’d like to share with you my thoughts and what I have been able to do thus far.
I won’t reshare the link to the current Extended Chargen rules, since the topic isn’t the actual things that have been done.
Following comments and common sense, here is the link to the previous post with all the information you may need to understand what the heck I’m talking about below: Previous Post
So to start off, the Extended Chargen rules are meant to still be more in support of one shots and PUGs, but provide a fuller extent of control over the characters and thus help enrich the play style.
So far, they primarily include tweaks to combat related mechanics, though those could apply to some skill mechanics too.
The additions, thus far:
- Equipment – characters are given a weapon, armor and a toolset that serves a number of specific actions.
- Size Rules – all characters have their sizes factor in for combat mainly.
- Combat Techniques – effects that spice up combat in relatively minor ways.
What else I want:
- Traits – which would help define a character beyond equipment and skills and types.
- Archetypes – which would help define all entities in a game (NPCs, PCs, Opponents and Monsters) in a way that would not deride from the easy setup but help push interaction in one way or another.
Those sum up nicely what my thought are about the Extended Chargen.
The first important bit to note about Campaigns, I think, is that it stands apart from Basic and Extended Chargen in that it becomes a somewhat different game that starts from the rules of the other two. It will include all the rules in Basic and Extended Chargen as the foundation, but expand upon that.
I don’t have anything written down yet, just questions and ideas:
- How to handle checks? The game still should require the use of a singular d6 per player. I’m thinking switching it to a more common rising target number, over lower one, and apply skills and such a bit differently while maintaining the spirit of Basic.
- How to handle advancement? More skills and traits, maybe a modest skill leveling system. Definitely more combat techniques and evolution thereof. Maybe, very maybe, more inherent HP.
- How to handle charsheet with possible new bits of information? Basic, even with Extended Chargen, is aimed to be played with whatever paper is at hand at the time. When you’re going for a campaign, I think one would prefer a more easy to decipher charsheet. Should I try and stick to one page? Half a page? Condense information?
- How to handle non-essential equipment? Magical equipment? Potions and other consumables, traveler’s kits and similar non-essentials need to be handled with care, not sure precisely how yet. As for magical equipment… Maybe something along the lines of Rule of Cool’s Legend – characters may own any number of magical items, but only use so many at a time.
- How to handle currency? I’ve been thinking pretty much with a specific cross-genre currency system lately with development help done by Knaight of #stargazersworld (on irc.sorcery.net) – abstract concepts based on latin letters, with E being the least and A being the technical most, whereas A+<number> representing extreme worth. Something that costs D would be a relatively easy buy even for lower-middle class and something that costs A+2 could cripple a millionaire’s fortune.
With all that I’m… not struggling, but thinking. I’d appreciate input, ideas and feedback.