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GEARS
Archive for the Sample characters Category
Calm before the storm…
21. November 2009 by admin.
Things are still slowly falling into place. Five different variants of the core rules remain in playtest, but they are constantly being adjusted in ways that make them more and more similar, so it looks like it won’t be long before the core is fully assembled. The Second Draft looks to be about 40 pages long, including various sections that make up the most important rules. Game philosophy is not included in the draft, and whether this one will have sample characters is not yet sure; the final selection of Talent Abilities is not yet in, and without them, sample characters may become too confusing (because they will change wildly between the second and third draft). Phrasing also needs attentiononce the Second Draft is finished. Currently, the text reads like an academic text trying to speak normal English, i.e. dry and with some odd expressions. It is not really reader friendly yet, nor will it be before Second Draft launches.
Beyond the core that is being carved into Second Draft, there are some interesting things floating about in test. A very advanced expansion on the combat (and by extension, conflict) system is showing good results in playability, even if it is still horribly unbalanced. It allows very unusual choices in combat, from shifting weapons and targets to outwitting opponents by observation or constant feints. It even lends itself to magical and other esoteric combat in a way not originally imagined. Yes, that means magical combat moves! The details are still rough, as magic systems are in mid-test, but there seems to be some power in the system. Adding even more yum is the fact that the advanced weapons and armor rules are turning out rather nicely. They are only barely in early playtest, but the system holds and seems fairly light, despite incredible detail. What kind of detail? Well, let’s just say that if you want cheap armor against sharp blades, metal rivets in leather provide an option. Go for the round ones, though, unless you need very light and cheap armor; the crossed rivets break easy. And remember that jagged-edge swords of the right composition can outmaneuver rivets, as can anything thrusted and pointy. And you do not wantthose jagged blades thrusted into you, either! Full design system for composition armor and custom melee weapons is in the pipeline, too.
And then there is Alice. The center setting is being outlined for a shorter-than-full version, and it is nearly done. The full setting already has a lot of material to it, but the shorter version will be packed with Second Draft, to show off some ideas. Later drafts will have textboxes with addition setting seeds, and ways to connect them to Alice, but that’s a whole different ball game right now.
Things look good. On the more distant horizon, settings are forming, and a core design book for machines(vehicles, heavy tools, doomsday devices, etc.) is on the drawing board. The first pieces of an advanced gun design system are being drawn up. And an old favorite of mine, “Reich X”, is being looked at as a very dark, insane, and possibly silly setting. Also, ideas for merchandise keep popping up, but those are still mostly for fun.
Oh yeah, and Second Draft will have an actual cover illustration. Simple, but a cover illustration nonetheless!
See ya!
Posted in Magic, Vehicles, Guns, Swords, Reich X, Armor, Machines, Alice, Combat, Weapons, Conflict, Sample characters, Second Draft, Playtests | 1 Comment »