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A+ Fantasy RPG - New Version Available

Started by bigcape, June 17, 2005, 07:45:23 PM

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bigcape

A+ Fantasy RPG - New Version Available

A+ Fantasy is an original RPG system that is easily accessible and adaptable to any fantasy setting. The system emphasizes character evolution over character creation allowing new players to begin play quickly and grow as play progresses. Task resolution is simple and quick and uses only two six sided dice. New approach to assigning experience is fun and effortless for the referee.

2d6 system
Non-opposed Task rolls based on Character Ability
Rewards for rolling Doubles
Character evolution supersedes character creation
Skill based system without classes or levels
Spell casting based upon Elemental Spell Weapons

28 page PDF format document with black and white illustration.

A+ Fantasy and the A+ RPG System are (c) 2005 by Jeff Moore
All illustration included in A+ Fantasy (c) 2005 by Rebecca N. Mikesell



http://www.1km1kt.net/rpg/A_Plus_Fantasy.php



About 6 months back I decided to try a 24 hour RPG. I could tell early on that this test of endurance just wasn't for me. The problem is in the writing. It's about the forming of the correct words on paper. And, it's about being able to type those words, the way that I type them: one finger at a time, one word at a time, at a dazzling three words per minute.

But I have ideas. I want to share these ideas. Forming the ideas is easy. Typing is hard. So here I am 6 months later, ready to share. The first thing I did was set down some goals. If I was going to create an RPG, why? I needed to define my desires as a player and a referee.

We each are creatures of our pasts. We are shaped by our experiences. I remember cutting out little pieces of paper with numbers on them and dropping them into a paper cup (a "Dixie" cup from the bathroom dispenser.) On the cup was written a 20 in crayon (pen didn't show up well enough.) I was preparing to play "Dungeons and Dragons" for the first time and the box with the blue book with the dragon on it didn't come with dice.

Six sided dice, I remember raiding every board game in the house for every dice I could find. I remember my sister yelling at me when she tried to play a game only to find it barren of the cubes. Now, the board games, like the ones we knew back then, seem a thing lost to the past. The only one that I have is Monopoly. And not the original version, a Star Wars version, purchased for that novelty and never opened. But, I think about Monopoly and I remember the thrill that a player got when they rolled "doubles" and got to roll again. I wanted that... I wanted "doubles."

I wanted to design a game that I could play with my friends. That's an important one. Why build it if you can't play it? That being said, my players tend strongly in the Fantasy themed RPG direction. If I really wanted to play my game for any length of time, a fantasy theme would be required to cater to my players. This for me was about knowing my audience.

I started thinking about Fantasy RPG's that I liked. I really loved Warhammer Fantasy Role-Play. The game system was clean, easy. Less realistic? Yes. But, fast and fun. It worked like this. Roll dice. Compare roll to your ability. If the roll was equal or less than ability, the task was successful. The roll against ability mechanic generally ignored the abilities of the opposition and made success and failure strictly an aspect of your character's level of skill. This means the players know their chances for success or failure instantly and no time is spent calculating numbers. A die roll is made and play progresses. Too simple? Maybe, but I really remember enjoying the speed and simplicity of the Warhammer System. I decided to emulate something like this with my game mechanic.

Another thing that Warhammer did that I loved was character evolution. Character creation was quick and random. The strength of the game came after the character was created as it evolved. Characters continued to change and grow and evolve after creation. In fact, where the character started had almost nothing to do with where they ended up. I wanted this.

Another game I remember really liking was Steve Jackson's, "The Fantasy Trip." The thing I really liked with this game was the skill system and the way one skill was a prerequisite of another. The system was basically classless but as you layered in your skills, the character took a logical shape that defined them much the way a class would. I wanted that: skill layers and no classes.

These were my goals:

2d6 system
Non-opposed Task rolls based on Character Ability
Rewards for rolling Doubles
Character evolution supersedes character creation
Skill based system without classes or levels

I did all of these things. I created my game. And I played it. I put it up on 1KM1KT.COM so that I could share it with others. But my players demanded a magic system. For this I borrowed from, "Rune Quest, Slayers." It is interesting to me that "Rune Quest, Slayers" was the inspiration for my magic system since the game is about warriors and has no magic system of its own. But, it gave every warrior a series of special attack options based upon the weapon that the character had equipped. I liked this. I liked the idea of basing special moves and techniques on the weapon being wielded at the time. My magic system was born from this.

I found an illustrator for my game, Rebecca Mikesell, on Elfwood. http://elfwood.lysator.liu.se/art/r/n/rnmikesell/rnmikesell.html I wanted to mention Elfwood because as a forum for aspiring fantasy illustrators there is a treasure trove a beautiful art here and I am sure other game designers could find an artist willing to loan out an illustration or two for your free RPG project.

I feel like I accomplished every one of my goals, and I am proud of the results. My gaming group is playing this now, and it works. And it's fun. That's the real test.

Another test, is universal appeal. If someone outside of my personal little circle of friends picks up my game, is it accessible? Is it laid out in a way that makes it understandable and playable? I would love to hear from some of the folks here on this forum about my game. Even if it's just a read through and general impression. The original that was an attempt at the whole 24 hour thing was only 9 pages in length. This one is 28 pages. It's still a pretty quick read, but I think it's complete. Please, give it a look.

Callan S.

I had a skim through, though I think I have real trouble absorbing rules unless I'm doing with peers and have a 'Everyones learning it but me!' peer pressure drive.

With that disclaimer, I'll say the game is simple and clear cut, but I can see that it's basically still a nuanced map of stuff/resources to read through and eventually see the tactical options of. All of which I am very uninclined to read, without social feedback from a group about it. So currently it requires the same viral vector as many other RPG's, where someone who is already enthusiasic about it presents it to a group and infects them via a social vector, with that enthusiasm.

But as I say, D&D has this same sort of viral requirement as well. In addition, when I try to read other RPG's from the net, I usually get the same problem. However, if you do want to tackle this, is there some way you could present some method/chance of winning some small thing of worth in your game world, with your mechanics, in just a paragraph or two. So it presents some basic mechanics and something to win, in a small enough read that I don't need the reward of social feedback to go on and grasp it?

For example, you could present all the bonuses an average character would have for throwing rocks. And then present a situation where the PC's are trying to hit rats who scurry across a wall next to a pub with rocks, while the PC's enjoy an ale. When they hit they earn some renown points or some such with the locals...the more renown, the more free drinks they can bum off people at this pub! Promote bonuses to hit for anything clever and you have exploration (as we call it here at the forge). There, a mini game where I can earn something in your game world, without having to learn all the rules...starting me off with a win!

BTW, I really liked the frequency for spell use. It's a really interesting middle ground, tactically, between D&D like spell prep and spell point systems.
Philosopher Gamer
<meaning></meaning>

bigcape

Callan,

Thanks for grabbing a copy of my game and posting a response. I am not sure I understand what you are getting at with your questions about rewards and throwing rocks and rats and stuff... really, I'm sorry... but you lost me.

My game is built on a really traditional sort of foundation it's true, so there are those lists of skills and spell-like abilities that soak up some pages. But, I know I usually just skim over that stuff to get to the meat... then once I understand the meat, I can always go back for the details.

My goal was, not to be terribly innovative or groundbreakingly original, but rather to isolate those things about the games that I already play that I really like and destill them all down into a single game.

I think the result is a clean fast system that is familiar enough in its feel and approach to be quickly and easily learned. I think it's better than the other things that I've played, simply because it incorporates so many of the things that I already know that I like, and it puts them all together for the first time.

Valamir

Hey Jeff,

I read through the game last week but then left for a trip before commenting.  I think its very cool how you incorporated many of the tropes for old style console RPGs (like Shining Force and that ilk) into a table top game.  There are a few choices in your weapons progressions that made me cringe (in the same way I cringe at daggers doing 1d4 and arrows doing 1d6 in D&D) but they seemed to make for fairly balanced progression ladders.  Of course, only in games do weapons actually form a progession ladder (reality being far more complex in its relationships between weapons) so you're definitely staking out a very specific tone for your game.  Out of curiosity...why no polearms?  Is there room to fit a Spear, Pike, Halberd weapon progression table in their somewhere?

I only had two "red flag" type questions from my read through.

The first, and more mechanical, is whether the cost for a technique is well balanced with the cost for an attribute step; and whether the costs for techniques that give you a number of other techniques for free is well balanced with the ones that don't.

The second, and more conceptual, is whether the system with its very baseline starting point and highly regimented advancement system will allow for very differentiated characters.  It would seem that all "fighters" would be brawn based, and progress up their few steps of brawn while each using the same optimal weapon.  Do all characters wind up looking pretty much like their archetype in the game?

Troy_Costisick

Heya,

QuoteThere are a few choices in your weapons progressions that made me cringe (in the same way I cringe at daggers doing 1d4 and arrows doing 1d6 in D&D) but they seemed to make for fairly balanced progression ladders. Of course, only in games do weapons actually form a progession ladder (reality being far more complex in its relationships between weapons) so you're definitely staking out a very specific tone for your game. Out of curiosity...why no polearms? Is there room to fit a Spear, Pike, Halberd weapon progression table in their somewhere?

To me this wasn't that big a deal (though I noticed it as well).  I just took it as weapon realism not being a design value of yours.  You're focusing more on fun than realism.  However, if at least attempting realism is something that you hold important, then definately take a look at what Ralph wrote.  Polearms were very important in warfare and ought to be included in a more realistic weapons list.

Peace,

-Troy

bigcape

Ralph,

Thanks for checking out my game! I chose the weapons trees that I did to allow each Aspect to have a path of progression based upon grade. I want every archetype whether it's a wizard type, a priest type, a rogue type, or a fighter type, to start out playing basically the same game. I needed four specific trees and so I built the ones I felt were best for creating the heroic fantasy feel of the movies and games that I love. I made decisions based on game balance and tried to stay true to the spirit of the adventure genre.

Quote
I read through the game last week but then left for a trip before commenting. I think its very cool how you incorporated many of the tropes for old style console RPGs (like Shining Force and that ilk) into a table top game. There are a few choices in your weapons progressions that made me cringe (in the same way I cringe at daggers doing 1d4 and arrows doing 1d6 in D&D) but they seemed to make for fairly balanced progression ladders. Of course, only in games do weapons actually form a progression ladder (reality being far more complex in its relationships between weapons) so you're definitely staking out a very specific tone for your game. Out of curiosity...why no polearms? Is there room to fit a Spear, Pike, Halberd weapon progression table in their somewhere?

I really didn't think polearms would be terribly missed as they are rarely highlighted as often as swords in this kind of game. That being said, a separate weapon tree for polearms that could be chosen by a Brawn based character as a substitute for blades would be incredibly easy to add. I will do so, when I produce the next version of the game.

Quote
The first, and more mechanical, is whether the cost for a technique is well balanced with the cost for an attribute step; and whether the costs for techniques that give you a number of other techniques for free is well balanced with the ones that don't.

Time will answer this as I continue to play test my game. I can tell you that I wanted to make all Techniques cost the same, and I wanted Techniques to cost more than Aspect Grade improvements. I see the improvement of Aspects and the acquisition of new skills as the primary form of character development. I wanted to make this easier than the "learning" of techniques. I see techniques as the "high level" stuff that super heroes do.

As for the technique groups, well... this is about allowing a player to play a "Wizard." The groups are meant to give a player who chooses this path some variety, but I tried not to allow the "Elemental Spell Groups" to add too much to the character in the form of combat ability. I think they work well without being too powerful collectively compared to the other more combat themed Techniques that must be purchased separately. Again, I think the answer to this will come out as I play test. So far no one has screamed foul.

Quote
The second, and more conceptual, is whether the system with its very baseline starting point and highly regimented advancement system will allow for very differentiated characters. It would seem that all "fighters" would be brawn based, and progress up their few steps of brawn while each using the same optimal weapon. Do all characters wind up looking pretty much like their archetype in the game?

The variety of skill choices makes for a little bit of variety as the character advances a given aspect. Also, because the game is classless, a player will end up advancing more than one aspect fairly soon and it is the way that the player chooses to combine their skills and abilities that keeps things from getting too generic to quickly. A 'fighter' can bring up Brawn and Agility together, shooting for amidexterity and the ability to fight with a weapon in each hand, or they can bring up Determination and Cognition to develop Tamer and Hunter skills and become more of a Ranger type of character. That's how I envision the progression paths openning up. I do not see the end result as any more limiting than the options available to a player who is playing Dungeons and Dragons. Do you disagree?

Thanks for the questions! I will make plans to add polearms (it really would be easy to do). Maybe I'll write a sample adventure for the game and include a polearm weapon tree as part of that.

Valamir

Hey Jeff.  Yeah I figure those issues are best hammered out in playtest.

Re: Polearms, maybe you could do something that would make them unique.  In Shining Force where you moved your guys strategically around a grid Polearm weapons attacked diagonally while swords attacked orthogonically...so there were good reasons to have experts in each in your party.

Maybe you could find something like that that polearms do.  For instance perhaps all polearms do less damage than their sword equivalent but require an attacker to spend their first attack success to "close".  So in the first round of combat if your sword guy is attacking my spear guy and your sword guy is going first, you get 1 success, but do no damage because that first success is required just to get past my range.  So a spear becomes a very defensive weapon.  You could allow on a critical by the spear wielder to use 1 success to open the range back up and make the attacker close again.  

You could then create a pole arm based Technique like Mighty Cleave or Devastating Charge called "Impale" or something.  Keeping with the defensive theme perhaps this technique allows the spear wielder to get a free attack against any one attacker before that attacker gets to attack.

Just a little something to make the spear something other than a sword/axe with a different name.  I'd be tempted to make this progression a Determination progression to give the ability to have determination based warriors who aren't holy wielders (and the idea of using the spear defensively against a charging enemy seems like a good fit with Determination).


If you were feeling very ambitious you could do this for each of the 4 attributes (give a second weapon progression with something unique to them).  You might have a thrown weapons progression based off of Cognition, a grappling maneuvers progression based off of Brawn, and unique weapons progression (whips, flails, lariats, nets, etc) based of Agility (where a critical would have a special effect).

Just brainstorming there, but I kind of like the symmetry of it and the additional progressions would open up more unique character paths.

bigcape

Wow! Ralph!

These are great suggestions! I like the idea of openning up character advancement with a second weapon tree for each Aspect and those that you have suggested now have my mind spinning with ideas.

Thanks!

Radagar

Hey everyone. I'm the editor for A+ Fantasy. Figured I'd sign up here and say hi.

Valamir,

Those ARE great ideas. I like them a lot. I foresee that I'm going to have a lot of proofreading to do in the future... Thanks for posting.

Callan S.

Hi Jeff,

Sorry, I was being too diplomatic and was vague about what I meant because of that.

Your game looks nifty, but it's just not interesting enough for me to read through it and suggest or run a game for my group. Your system might be spiffy, but I'm not drawn to actually learn it sufficiently to play.

What I'm suggesting is like the quickstarts many other RPG's have, but only two or three paragraphs in length. Something I/my group can play, without having to read through your whole system.

It might seem poor of me to honestly display disinterest like this, but this is a real hurdle to deal with, for any game. I'm pretty sure (may be wrong, that's up to you decide) many others are like myself, while professionals like Ralph who can absorb rules even just for the purpose of commenting on them, are in the minority.
Philosopher Gamer
<meaning></meaning>

bigcape

The suggestion to create a single page or 2 quick start rules / one-off adventure sort of thing, I do understand. And it would be pretty easy to do, the actual game mechanics are very quick and clean. A quick start adventure with pre-made characters that eliminates the need for all the character generation rules and those tiresome lists of skills/abilities could easily come in at about 2 pages.

Thanks for the suggestion.


Jeff

Callan S.

Well, I said two or three paragraphs rather than two pages. But if the pages hold my hand the whole way through then it will be good. By that I mean if it sets up the PC's shooting at a monster, it tells me the dice, modifiers and everything that I should roll and what I need to get.

Set up the quick start so the PC's keep ending up in situations where specific parts of your game system are used, then hand hold them through it. That would help to teach the reader.
Philosopher Gamer
<meaning></meaning>

Callan S.

Philosopher Gamer
<meaning></meaning>