Friday, May 13, 2016

An Updated Character Creation Guide(still in development)

I've been working on the d10 Core System in a Google Doc file, which can be viewed here.

It goes over most of the basic rules and goes over Skills as well as the Abilities and Traits for The Visceroth Cluster.  As I've been going over the material, I also hope to be working on more and better concept art to help fill the manual.

-Alturiigo

Sunday, November 2, 2014

A Brief Update

I have recently been doing a little bit of work with the Future d10 TableTop RPG system for some beta sessions, and as I've looked at it, I've realized all that's mostly left to do is compile it into a more cohesive rulebook.

Hopefully in a few months I will have a rough draft of a core rule book put together, and I also hope to be able to post bits of it until then.

Wednesday, July 3, 2013

A Break for z10: Apocalypse

Unfortunately, work on the d10: Visceroth Cluster game has been on hold so I can develop the z10 system and campaign setting more fully.  Once I have the beta test I'm about to start on its way, I'll come back to d10 to finish up some of the systems and make it more presentable.

Until then, check out z10: Apocalypse - The StoneBridge Residents(the system is z10: Apocalypse, The StoneBridge Residents is the campaign setting).

Dude, No Edge.

'Til Next Time,
Alturiigo

Thursday, May 30, 2013

Setting Info

I recently came across some general timelines I jotted down for the setting, helping to give it a little more depth and structure.  I plan to also work on getting these up for view, either from the scanned pages or by typing them up.

Also, I'm still working on better tables for the gear and equipment, but I do have images of the original sheets I wrote up for my binder posted in the concept gallery and on my personal Google+ page

Sunday, May 26, 2013

An Overview of Character Creation

As explained, character creation covers three categories, Attributes, Skills, and Talents.  Since I went with a build-by system, the player allots starting points for the character.  For beginning point totals for each category I've given both Skills and Talents 20 points.  For Attributes, I've played around with both 15 and 17.  I would also like to add that as a GM or Player limiting yourself from capping things from the start is a good idea.  So maybe limit 3 or 4 points to any one given attribute or skill to begin with.

A lot of my uncertainty towards this is the based on a lack of playtesting.  With 15 Attribute points to begin with, it's a very flat starting character(which sounds good in some rights).  Though in a combat setting of guns and such, and character HP and Standing DC usually staying in the smaller ranges(by comparison to other RPG's), it almost gives way to the character being slightly developed or realized to begin with, so that they can reasonably achieve their goals.

For the Skills, I went with 20 to encourage the player to select varied skills without making most negligible.  I suggest limiting any given skill to 3(for starting), and maybe costing 2 additional points to raise it to 4(again, starting only).  My personal thoughts: Try a skill set with one or two "attack" skills, one defensive skill, one movement skill, and two trade-profession skills.

Talents are where there's a lot of play in the character development, and gives a lot more depth to the system.  Talents cost various increments of 5 points, and they're laid out in "Trees" based on play-impact.  It's still being developed further, but the existing Talents already give more growth potential than can be achieved in any small amount of play, and that's still in keeping with a cohesive character concept.

It's looking like my next focus is going to need to be posting and updating gear and equipment...

A Mission Statement of Sorts

d10: Visceroth Cluster is a project I've been working on over the course of a few years now, and yes, it's still incomplete.  My current work on this blog and the site are an effort to help put it all together better, as well as begin to edit through the system.

Part of what makes it incomplete in my eyes is that there's a lot of setting and society that hasn't been written down and laid out.  My original vision for this was a multitude of settings to support most types of stories, as well as support a large number of players.  This isn't to say I want to lay out every detail, but I'd still like to give enough for GM's to work with.

Point is, this is like a Dev Blog of sorts, as I'm working towards making d10 into a more finished product.  Choosing to put it online had the most to do with getting feedback, advice, and searching for people interested in using such a system.  Also, I'm not opposed to the finalization of d10 being a collaborative process if there were people interested in working on the system or creative aspects.

-Alturiigo

Saturday, May 25, 2013

Class Concepts

I think it's safe to say that The Elder Scrolls series has demonstrated the capacity for a class-free "perk" system to make an excellent RPG device, and while I began development of this system prior to my introduction to TES, it's still an excellent influence and example the system's functionality.  I bring all this up as reference for the fact that I've designed the d10 system to be a class-free system.  And if I should clear up my terminology, class-free is to say that you do not select fighter, or mage, nor mercenary or techie as a core character statistic.  Yes I encourage it for flavor, almost to the point of wanting to require it, but I want players to have that freedom to explore how they can use the system in various ways.

Now, to sound almost like a hypocrite then try to save myself:
Classes help give an overarching concept to the character, and set up an infrastructure for growth that is geared towards the manner in which the player wishes to play.  Having a class also helps to give more context to the character, and it makes it easier(opinion) to visualize and conceive the character in action.  If you choose to play an engineer, and you've played other sci-fi games with engineer-type classes, you'll already have a frame of reference for your character.  Classes are also great tools for gauging and properly pacing character development as well encouraging a party of characters playing different roles(and roleplaying... pun?).  I've also recently begun to dabble in MMO's, and found bits of inspiration that works best with a class type of structure.

Introducing, Class Talents.  "Mid-level" Talents which increase a character's synergy within their concept's specialization, Class Talents often use the new Momentum Charge system, which employs stacks of various types of charges that build over a combat instance and cause various effects.  I'm still unsure how far into development they should be, so the required Talents, Skills, and Attributes are unset.  This approach to the class system is in a way backwards of the norm, being something that the character builds towards.  It's not something that limits what your character can do, but rather demonstrates further realization of the character's  identity.