The Forge Reference Project

 

Topic: Introduction: Arcadian and Silvervine Games
Started by: Arcadian
Started on: 12/6/2005
Board: Indie Game Design


On 12/6/2005 at 2:27am, Arcadian wrote:
Introduction: Arcadian and Silvervine Games

Hello all,

My name is John Arcadian. I'm one of a group of people who are currently working on an Indie game design called Silvervine Games. We're publishing a d10 system that is currently aimed at a fantasy world and a classless system.  Stumbled across the forum from treasuretables.org and I've been reading and looking at the community for help. Figured I'd finally register and get involved.    To introduce it and show you the place I'm coming from our silvervine system is a d10 attribute + attribute vs difficulty with a REQUIRED number of successes. Any skills you purchase lower the difficulty. It attempts to have a classless kind of creation system by listing skills and focuses at the same cost for every type of character and no benefits or bonuses for being a "knight" or "gunangel" or "mage", etc. 

I guess I wouldn't say that we are really trying to be original or have a breakout game, but to present a style of gaming that exists between the two extremes of fully story driven and fully combat driven.  We're aiming for a more character driven in your options for creating unique characters with enough combat and action based numbers and rules to satiate the power gamers and the butt-kickers in the groups.    The main way we do this is by making our skills very open to interpretation.  Say you have a skill in blacksmithing, it can lower the difficulty of a variety of actions such as: actually forging a sword, appraising a piece of metal work, finding flaws in the hinges of a door, etc.  I don't want to get too wordy here but you can find more about this at http://www.silvervinegames.com. We've got an about silvervine and I"ll be working next week on finally getting our LEVEL 0 guide up.

My question is what do you think of this type of system?    I'm sure it bears similarities to other indie or mainstream systems in some ways, and we're okay with that.  We just don't want to do the same things in the same way as other people have been done.  We want to present a partially carved block for people (players and GM's) to interpret in their own ways.  We're aiming for a rich world, easy rules and open skill interpretation.

The book (core rulebook and guide to the first world of cyrus) currently weighs in at 320 pages, with about 100 being description of the system, and the second 220 being world description, crunchy bits lists spells, etc.  yada yada yada yada.  I'm sure I"ll be peppering with more specific questions later and browsing old posts.  So anyways hi guys. Feedback always welcome.

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On 12/6/2005 at 2:40am, TonyLB wrote:
Re: Introduction: Arcadian and Silvervine Games

Arcadian wrote: We're aiming for a more character driven in your options for creating unique characters with enough combat and action based numbers and rules to satiate the power gamers and the butt-kickers in the groups.


Well, character-driven gaming is about more than letting people create different types of characters.  Indeed, some games that support the most character driven gaming (Trollbabe, My Life with Master, The Mountain Witch, Polaris) have virtually no starting difference between characters at all.  So I interpret what you're saying as that your "character-at-the-beginning" creation system is very flexible.  All well and good.  How about your "character-at-the-middle" creation system, sometimes known as character advancement?  Can people take their blacksmith and have him evolve into a barbarian warlord if circumstances warrant?  How much influence do the players exercise over how their character changes?  How much influence does the environment and their failures or successes exercise?

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On 12/6/2005 at 2:59am, Arcadian wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

How about your "character-at-the-middle" creation system, sometimes known as character advancement?  Can people take their blacksmith and have him evolve into a barbarian warlord if circumstances warrant?  How much influence do the players exercise over how their character changes?


Character advancement is handled through raw experience.  You recieve experience points (8 - 15 roughly) at the end of each game session and can use those to purchase skills and focuses, weapon skills, attribute raises etc.  everything with the same set of experience points.  So if you start out as a blacksmith (by purchasing blacksmithing skills and a Profession of blacksmith) then you can proceed and purchase more weapon skills, leadership, focuses which give you mystic powers or weapon/armor breaking etc and flower arranging (because every barbarian warlord has to have a sensitive side) to make yourself out to be the barbarian warlord.    The GM has control over his game but there is nothing written into the rules that says no you can't do this.

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On 12/6/2005 at 3:58am, TonyLB wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

Okay.  Do player choices in game have a direct impact on how they can spend that experience?

Like, in Polaris, your choices determine whether you even get experience checks.  They come with your progression through the hope-to-despair cycle of the game, and so callous disregard for your fellows can push you to experience faster than otherwise.  Basically, the players have a great deal of influence (through their choices) over how and when their characters advances.  In CoC there are (I hear) skill checks which help you to develop in the skills that you're consistently using.  That sort of thing.

Consider a blacksmith who, having been shipwrecked on an island, doesn't build a boat and try to get home, but rather uses his knowledge of metal to make some weapons and take over the local tribes.  If I'm playing that character, making those choices, then I'm obviously slanting my guy toward a certain path of development.  That's one reason I made those choices.  Does my guy have a mechanically superior ability to pursue the whole barbarian warlord thing, compared to a person who goes off and makes his experience by (say) helping the dwarves to re-secure one of their cities that has been overrun by goblins?

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On 12/6/2005 at 5:43am, Arcadian wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

Player choice doesn't really say you have to spend the experience in a certain way.  The GM awards experience based off of what they did in the session.  Most of the experience is assigned on the GM's assessment of your playing.  Action (0 to 3 points) is awarded in how you did in action scenes (fighting a monster/enemy, chase scene, etc)  Some things like goal achieved though the GM asks what goal you had achieved and awards experience based on how well you describe it.  If you didn't do action, you wouldn't get action experience, but if you role-played well or used your mediation, blacksmithing skill to effective use in some situation you get experience for that.  This is a list of the experience categories that we've been using in playtests, but it's like everything up to GM choice.    You get experience more on how well you played your character, however you choose that to be.

Action (GM)
Role-playing (GM)
Story Impact (GM)
Character Development (ASK)
Goal Achieved (ASK)
Teamsmanship  (GM)
Good Skill Usage (ASK/GM)
Archai Rules (If ritualized 1EXP per rule followed)
Unique Solution(Optional) (ASK/GM)
Code of Ethics (Optional)(ASK/GM)
Record Keeping (optional) (GM)
Game Contribution (optional)

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On 12/6/2005 at 2:04pm, TonyLB wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

Arcadian wrote: The GM awards experience based off of what they did in the session.  Most of the experience is assigned on the GM's assessment of your playing.


Why do you want to do it this way?  What are your design goals for that decision?

It puts the GM in quite an awkward place.  If she gives out less than 3 in a category she's saying "I don't appreciate your roleplaying as much as I might," which is a very disheartening message to someone who thinks they did a really good job.  If she gives out 3 to everyone in every category then she's saying "I value you all exactly the same," which is a very disheartening message to anyone who feels like they're doing a better job than their fellows.

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On 12/6/2005 at 2:57pm, Jack Aidley wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

Hello John, welcome to the Forge,

This quote caught my eye:

I guess I wouldn't say that we are really trying to be original or have a breakout game, but to present a style of gaming that exists between the two extremes of fully story driven and fully combat driven.


Why do you feel "fully story driven" and "fully combat driven" offer two extreme of gaming styles? And what design features of your game do you feel mean that your game supports this middle style better than other similar games?

Could I ask what roleplaying games you've had experience with?

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On 12/6/2005 at 5:37pm, Arcadian wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

It puts the GM in quite an awkward place.  If she gives out less than 3 in a category she's saying "I don't appreciate your roleplaying as much as I might," which is a very disheartening message to someone who thinks they did a really good job.


There is a possibillity of that if people lose the thought that it's just a game.  Let me break down the experience a little bit more. Each category is in a table that says from 0 to 3.  0 is labelled as NA, 1 is labelled as basic (performed in the category somewhat) 2 is labelled as good (performed in a decent way) and 3 is labelled as great ( you excelled in the action).    I've never seen it as a problem with any of our playtests and none of the people have complained if the GM is awarding experience fairly.  Jyre didn't do much fighting so only got a 1 for action, but she did act out her character well so she got a 2 there.  3 is more reserved for did an incredible job. 

I've never really seen with any of the groups that I've played with where someone had that big of a problem with it.  It may be the group I've played with though.  That's kind of the beauty of this forum, you get perspectives that aren't your own so you can take the mirror from a different angle.

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On 12/6/2005 at 6:24pm, Troy_Costisick wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

Heya John,

Welcome to the Forge.  Your system looks workable, though I must say the GM is given a great deal of power when it comes to awarding exp.  Not unusual, but not the only way either.  What I really want to know about your game is the following:

1.  What is your game about?  Not the resolution system or advancement.  But what is the essence of your game?

2.  What do the characters do?  Not advancement, buy skills, or "develop".  What do they do in-game.

3.  What do the players do?  IE, what kinds of behaviors by the players does your game encourage?

If you can answer these, we might be able to evaluate your game as a whole a little bit better :)

Peace,

-Troy

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On 12/6/2005 at 6:29pm, Arcadian wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

Why do you feel "fully story driven" and "fully combat driven" offer two extreme of gaming styles? And what design features of your game do you feel mean that your game supports this middle style better than other similar games?

Could I ask what roleplaying games you've had experience with?


Thanks for the welcome, glad to be here and get the insight.  Story driven and combat driven are the two mainstream styles that are out there and can be found in every game store.  The rest of gaming tends to be even more selective within small groups or specialty stores.    I've played in of course DND and whitewolf, done a little gurps, some of the cheapass games ala ninja burger and kobolds, and I've been in a session of ironclaw and inomine(sp?) but never got deep into them.  I've never been a fan of dnd 3rd edition, but I fit more into a storyteller/method actor category of roleplaying. 

Design features (which we hope keep to the character driven) The game is fairly centered around a fantasy world so we are working in that paradigm.

• Chances of success based off of character attributes - every level in an attribute = 1 dice to roll
• Two attributes are added together for any task, (strength and reflexes) (Perception and knowledge) (reflexes and perception)
• Skills make tasks easier, removing from the difficulty 1 - 10 of the task
• Skills cover wide areas not just the common sense uses (your stealth skills allow you to sneak well, but could also be put to use on a perception and knowledge roll to help put up defenses against ways that people might sneak into a house, or used to determine when someone is sneaking up on you.
• Skills can also cross categoy.  Say you have a skill in gardening and someone else has a skill in herbalism.  You both may have access to similiar knowledge.  As a gardener you may not know as much as an herbalist for mixing and preparing an herb, but you may know which herbs are suppossed to do what.  You might see yourself as a warrior with a bit of gardening, you can still bring that into play in your character.
• Focus Proffessions give you a wide variety of knowledge that might come under a proffession.  FP:Sailor givs you an extra dice when attempting any task that would be covered under the profession of sailor.
• Combat works on the two attributes vs difficulty factor minus skill system that everything else works on.  It lets you build your combat style as you want and favors speed and skil more than strength. We've found that you can do just as well in almost any combat style, big weapons, small weapons, ranged, martial arts, etc. and can build up your defense without having to have big bulky armors.

Maybe I should tell the genesis of why we even started this.  My friend has been writing, working on a novel in a fantasy world that I really liked. He eventually convinced me to run a game of it, so I ran it in DND third edition.  He brought up an interesting point in the game.  His character was a drummer with a drum that tightened by ropes and knots. In the game he tried to tie a knot but didn't have any kind of rope use skills.  He argued that he should know something about it since he has to tune his drum he should know something.  The logic was valid and we got to talking about some of the limitations of DND style play but how we liked the basic ideas of it. So we started working on ways that fit that idea but enabled more of a character driven free-er style of play.

If you'd like to take a look at the character sheet here is a direct link to it.
http://www.silvervinegames.com/downloads/cyrus/cyrus/character%20sheets/character%20sheet%206.3.pdf

I've always thought the biggest teller of a system is the character sheet.

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On 12/6/2005 at 6:58pm, Arcadian wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

Thanks tony.  It's kind of hard to drop it all into simple phrasing. 

1.  What is your game about?  Not the resolution system or advancement.  But what is the essence of your game?


We're aiming for a more character driven experience.  Where the characters can choose their ways of developing. If you want to make a dwarven samurai gardener you can. We've had alchemist fighters, dark wizard hunters, airship pirates, elven rangers, ogre philosophers, summoners, nordic fighters.  We're kind of aiming for people getting to make their characters in the ways they want.

2.  What do the characters do?  Not advancement, buy skills, or "develop".  What do they do in-game.
 
Well in the first world called Cyrus we're going for an anime/fantasy type of feel.  The world is based off of tolkien, arthurian, oriental, fantasy and all of the career paths and options are open to the characters.  We also try to emphasize that characters are actual people to. Everyone gets a job that is what they were raised with or do outside of what history records.  Sure the guy who discovered lost tomes of magic and became a premiere mage is recorded for that, but he discovered them because he was a shepperd looking for a place to get his sheep out of the rain.  The dwarven samurai was  a happy gardener until he got caught up in shakesperean schemes that forced him to accompany rare trees to clave where he was told he was to stay and take care of the trees, so he stayed to become a samurai.  Heis stil a gardener, the mage is still a shepperd.  Nordic fighter was also a blacksmith, the summoner worked as a warehouseman for the del-mars until he grabbed some summoning tokens out of a shipment, the alchemsit fighter started out as a farmer etc . . .

3.  What do the players do?  IE, what kinds of behaviors by the players does your game encourage?


Well I think what we are trying to do is lay out the rules in such a way that people can get the experience they want out of the game.  If you want to play it as a typical dungeon romp then it can go that way.  If you want to do it as more social interaction and intrigue then the people can build the characters in that way and play that kind of game.  A lot of the user of the system is up to interpretation. The game kind of encourages the players and GM to build their own game out of it.

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On 12/7/2005 at 2:14am, Troy_Costisick wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

Heya,

We're aiming for a more character driven experience.  Where the characters can choose their ways of developing. If you want to make a dwarven samurai gardener you can. We've had alchemist fighters, dark wizard hunters, airship pirates, elven rangers, ogre philosophers, summoners, nordic fighters.  We're kind of aiming for people getting to make their characters in the ways they want.


Okay, so your game is about customizing the character that you want.  Okay cool.  I'd like to know how you implement that customization.  How set are a characters' attributes (including race, class, skills, stats, appearance, relationships, abilities, powers, etc.) at character creation?

gets a job that is what they were raised with or do outside of what history records.  Sure the guy who discovered lost tomes of magic and became a premiere mage is recorded for that, but he discovered them because he was a shepperd looking for a place to get his sheep out of the rain.  The dwarven samurai was  a happy gardener until he got caught up in shakesperean schemes that forced him to accompany rare trees to clave where he was told he was to stay and take care of the trees, so he stayed to become a samurai.  Heis stil a gardener, the mage is still a shepperd.


This is the essence of what the characters do in your game.  They start out mundane (gardener) and end up legendary (archmage).  What are the transitions like in your game? IE when a character goes from being a gardener to a prodigy to a master to a savant, what kinds of mechanical things take place in your game to denote those changes?  If this question is unclear (and it might be) let me know and I'll try to rephrase :)

Well I think what we are trying to do is lay out the rules in such a way that people can get the experience they want out of the game.  If you want to play it as a typical dungeon romp then it can go that way.  If you want to do it as more social interaction and intrigue then the people can build the characters in that way and play that kind of game.  A lot of the user of the system is up to interpretation. The game kind of encourages the players and GM to build their own game out of it.


This doesn't really answer my question, but if I may presume to do so for you, I'd say players in your game "Design and implement a path toward a destiny for their characters that is purely of their choice, design, and direction.  The GM facilitates this path by providing opposition, opportunties for advancement, and complications for the player-character to overcome."  Does that sound about right?

I have a few other questions I'd like to throw at you also.  Let me know if this is too many at once? :)

4.) How does your setting (or lack thereof) reinforce what your game is about?

5.) What types of behaviors/styles of play does your game reward (and punish if necessary)?

6.) How are behaviors and styles of play rewarded or punished in your game?

I hope these can help guide further discussion of your game.  I am quite interested in your answers.  :)

Peace,

-Troy

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On 12/7/2005 at 2:58am, Wolfen wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

Hello Arcadian,

I was almost laughing when I read your earlier posts because what you were saying sounded so much like what I was saying when I first brought Mageblade to the Forge. Don't get me wrong; I'm not the wise-old-game-designer seeing the younglings making the same mistakes; I'm just a young, still struggling game designer recognizing the same goals I had when I was a younger game designer.

I'm guessing, from what you've said so far, that the setting has lots of different magical choices, probably a couple different magical systems (or at least variants within the over-arching system) a broad setting with the full spectrum of typical fantasy races and probably one or two of your own creation. I also imagine more pages of rules are devoted to character generation than to task/conflict resolution. If I'm right, then the reason is because that's exactly what I brought to the Forge. And if I'm right, I see the Forge doing one of two things for you; Either it will overwhelm you to the point that you have to honestly sit down and say you don't have an answer to all the questions, and you'll either just keep plugging away at what you've been doing without further Forge input, or you'll quit/shelve the game for a while. Or you'll really think about the questions, and pare down all the excess stuff to get a really focused game, which is what the Forge ideology generally promotes. Both things have sort of happened to me; I shelved my game for over a year before I was finally ready to answer these questions that Troy is putting to you. I'm still answering them, still paring down the excess. I'm a slow worker when it comes to this sort of stuff.

Anyhow, what I really want to say is that you should really listen to Troy's ideas. Not necessarily use them, but think about them, find something you like better, and go with it. The most important decisions you should walk away from this thread with shouldn't have to do with what people think about your ideas, or whether or not people think your ideas will even work. What you need to decide is precisely the answer to Troy's questions:

What is your game about?: If it's about exploration and finding new and cooler things to kill, make sure there's lots to explore and lots to kill. If it's about a character going from zero to hero, make sure there's a system in place that not only allows for that but causes it to happen; If people don't want to play a character who starts out as a farm-boy and go on to topple the empire, then they shouldn't be playing your game. and that's okay. Your game should do what you want it to, and if anyone wants something else, then they should look elsewhere. No game can be all things to all people. Not saying you're trying, but I know I certainly was.

What do the characters do?: Hugely important. Most games don't answer this question explicitly enough, or at all. Often times, they don't want to limit what you can do; they're trying to do what I said above, be all things to all people. Do NOT do this. If your characters are supposed to go adventuring, don't worry about mechanics that allow you to run the myriad details of a medieval town. If the game is about social intrigue in a royal court, don't stress about combat rules of any sort (unless duels are meant to be important) or rules about adverse weather conditions on the trail. As it seems to be a game about characters becoming heroes, heroic path rules might be a good idea, as Troy suggests. Other times, game designers assume that players will know what their characters are supposed to do; It's a roleplaying game! Go kill stuff! Don't do this either. You'll want to spell out what the characters are supposed to do, so they can get down to doing those things and enjoying your game the way it's meant to be played.

What do the players do: Again this is an often overlooked aspect of the rules text. What sort of *player* behavior is appropriate? Do you want the players to think tactically, either for combat or for political maneuvering, etc? Make sure the rules encourage this, then. Make smart and clever decisions and ideas count, and people will be more likely to play smart and clever. Do you want the players to stay IN CHARACTER as much as possible? Reward this, then. Maybe give dice bonuses for particularly cool narrations, the way Sorcerer does, and people will be more creative in their descriptions. Do you want character backgrounds to be important? Then don't expect the GM to just bring stuff up from the characters' backgrounds. A good GM will probably do it anyway, but make it a player responsibility, too, and give either the player, the GM or both the mechanical tools to bring in character background stuff, as well as rewards for doing so.

Also, to comment on something said earlier, about how the GM has a lot of power in doling out XP: It may not ever be a problem if the GM is fair, but sometimes the GM's honest idea of fair differs from the players' idea. I try to be fair, and I frequently look for reasons to give XP, but I've still been accused of being stingy. Explicit reward mechanics are a good thing. Most times, the GM isn't going to resent the book telling him what to reward, how much to reward, and in what fashion; Me, I'm generally very grateful for the guidelines, or even for strict rules.

Finally, another important thing to note: XP isn't necessarily the only form of mechanical reward, nor are in-game items or money. A method of reward I've become fond of is the sort of reward that allows the player to highlight or elaborate on their character; Perhaps new traits, or spotlight time can be a good reward. Some games, new traits are the only form of reward or punishment, and they generally work really well, and the characters are fully realized and have depths and stories to tell by the time you're done. Another form of reward is the ability to change or add to the setting, or even the rules of play... Anyhow, if you can't tell, Reward Mechanics are a big thing for me. Make them good, and the game's half sold.

Anyhow, looking forward to hearing more from you, and hopefully I've not rambled on too bloody much.

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On 12/7/2005 at 11:50pm, Arcadian wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

thank you for the incredible and very tough questions.  I'd answer them now if I had a minute to spare.  They really do help you look at it from another perspective.  When I can over the weekend I'll try to put in a post with a level 0 guide that explains all the basics, I'll be writing it up with some of the questions I've been asked in mind and trying to answer them there.  I'll try to answer some of the new questions while I"ve got a chance though.  Then I'll get back to the others later

4.) How does your setting (or lack thereof) reinforce what your game is about?

The initial setting of Cyrus is an anime/fantasy type of worl. If the essence of our game is giving the players the options of defining their characters without limits (which is the best way I can think to put it now) the setting is a very open and diverse world.  The other main person involved in this and the writer of the setting is a franciscan monk (3rd order) so there is a little bit of influence there from that, I'm a taoist monk (no classification) and so I bring more of the openness to it. 

The setting gives a fairly wide variety of options for the player to choose from.  It is entirely possible in cyrus to play a typical knight, ninja, mage, etc.  The setting does not limit what that particular knight, ninja or mage can actually do.  There are orders of knights that people can join, (whytegaard) but which have many different classes within them.  It isn't uncommon for a knight of whytegaard to be well versed in poetry, guns, herbalism, etc or for the knights to not wear armor (bladesingers) or to wear standard steel armor (palladin masters).  These classes though don't actually effect the way the mechanics give the character bonuses. They are archetypes the character can fit into . 

The setting also has enough generic space for a character to build their own background.  We've defined a basic system of how much technology, agriculture, commerce, transportation, etc. an area is known for and a small amount about some of the things that go on there.  So if you did want to build your character in a certain way there is a seeding ground for them.  In the world as well there are oriental areas, standard european, dessert, celtic, etc. . .     

What most really gets that though is the fact that there is that possible feel in the definition of the world.  One race the Animalia travel everywhere and so bring and share culture with everyone. It's not uncommon for someone to come from a "european" "arthurian" themed area and still be able to find someone to teach them martial arts.

5.) What types of behaviors/styles of play does your game reward (and punish if necessary)?


6.) How are behaviors and styles of play rewarded or punished in your game?


I'll try to give these two at the same time since I think the answer is fairly the same.  We like to encourage roleplaying above action, but leave in the action elements as well.  The system encourages you to bring out your character in your roleplaying and to have background reasons for most of your skills or other focuses (generic term for non skills).  I'm a firm beliver in 70% of any game is up to how the GM runs it so we try to give a base for the GM to build off of. There are rewards (low to high) for roleplaying your character, for engaging in action scenes, for developing your characters skills and keeping to the same path. 

There isn't really anything to say this is his persona and you are punished if you don't follow that except that the GM awards less experience if you don't meet the varius roles.  I guess to say it concisely it awards roleplaying and characterization but has a base of a dungeon crawl.  It can be more open and give your character the option to be 1/2 fighter and 1/2 social character, thinker, etc. 

Sorry if I'm not adequately giving good descriptions.  We're trying to build a ruleset that can be open to interpretation in various ways. For now the main setting is fantasy but at some point we may branch our and try to get the system working on other levels. 

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On 12/8/2005 at 12:38am, Arcadian wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

Thanks wolfen for the depth and insight.  It's a lot to design a game and I'd like to think we're ready for the challenge or at least ready to be batterred down and get right back up like ali.  Reading all the posts helps me to define the concept a little more. 

As of today (maybe not tommorrow) I'd say the SVG system is aiming to be an open adventure game in the setting of choice. It still does focus heavily on action but with a wide variety of character defined options for that action.  While your characters are primarily adventurers and world savers (depending on the adventure) their other skills and previous life can come into play in adequate ways. The game is about the story of your characters and what is built around them. The GM's role in our game should be to set the stage around the characters, create a story with challenges for them to overcome.  The players goal is to bring out their character through their story. 

Do you want the players to stay IN CHARACTER as much as possible?
I think very much so. 

Our playtests have proven very popular among storytellers and method actors.  We've got a few butt kickers and power gamers and hope to get some more of their opinions soon, but so far they've been able to buy enough crunchy bits and use them in combat situations to make them happy. We're finally brining our first worlds monetary system in line and have started to create some magical items and "rewards", but in our playtests we've aimed our GOAL ACCOMPLISHED exp at the power gamers and tacticians.  Did you achieve something you set out to do?    This is one of the categories that we have the players explain how they achieved it. I do admit it is still a very GM controlled system, but we attempt to give the player power in the aspect of being able to use their skills widely.  There is an EXP reward for using your skills well though.  GOOD SKILL USAGE.  This doesn't apply to combat.  Did you use your stealth well? Yup snuck past guards instead of getting into fight, used mediation and speaking skills to bluff my way into the museum. 

I do see our prime use of reward is experience, which are used raw to purchase new skills.  If you fulfilled a category well you get experience in it, if you didn't no experience.  It is the GM's discretion as to if you did or not but there are enough categories that isn't easy to get very little experience except by not participating much in the game session.

Your game should do what you want it to, and if anyone wants something else, then they should look elsewhere. No game can be all things to all people.
 
I've always felt this and I guess I'm trying to re-emulate the feel of 2nd ed DND homebrew style we played.  We never had massive dungeon romps but highly defined characters with challenges outside of their combat skills who still went on dungeon romps or fought a big monster but not in the typical way. We were a group of definite ROLEplayers. 

With the setting I guess we're trying to emulate the feel of a tolkien book or an square RPG without the need for multiple hours of level up and build.  Sure cloud (ff7) might just have been a soldier with a sword, but he was well defined with a unique story.  We want the system to support that and the characters to write up their own backgrounds, but find outlets and skills (and uses) within the game and the system.

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On 12/8/2005 at 12:44am, Adam Dray wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

"I'm a firm beliver in 70% of any game is up to how the GM runs it so we try to give a base for the GM to build off of."

I think that's true if the game design gives the players (including the GM) only 30% of what they need. The theoretically perfect design gives its participants 100% of what they need in terms of social framework, procedure, and system. In such a system, all the participants have to do to have a great game is to play exactly according to the game text. The text can give firm rules, firm procedures, or general guidelines. These are all part of the system.

Certainly, some things can't be helped, like players who don't want to participate or GMs who want to ruin the game for everyone (consciously or not). You can't design for everything. But you can try to make that 70% that you say is "up to how the GM runs it" into a 25% or 10%.

The question for you is, how does your game design guide the GM and players towards the kind of game you want it to be? How do you tighten up the margin for error caused by a bad GM or a GM having an off day?

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On 12/8/2005 at 1:21am, Arcadian wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

I think that's true if the game design gives the players (including the GM) only 30% of what they need.

Hmm. Well I can see that if a game design only gives a certain amount of guidance they're going to trail out into any direction they want.  I"m quoting there though something which really struck me. It was from Robins laws of good game mastering. The logic, which I agree with, is that no matter how much you define or say this is how it should happen once the book/game/etc. leaves your hands what the purchasers do with it is fully up to them.  A GM who enjoys an action rules-set but runs a story game because his friends prefer it tweaks for more action as a matter of subconcious desire, and vice-versa.  Most GM's are going to run by the rules that are presented, I agree. 

The theoretically perfect design gives its participants 100% of what they need in terms of social framework, procedure, and system.

I don't know that I"ve ever seen a theoretically perfect system in anything, especially gaming.  I've seen so many people dissatisfied with one system, so many dissatisfied with another, there are at least 7 well defined archetypes of gamers and an infinite amount of sub-categories and cross over gamers.    I don't think we're aiming to be perfect or to appeal to all, but that people have fun in their ability to do what they want.  I choose to build this character in a way that lets me get out X idea when the system calls for it.  I can take skills that build up to that even if I'm not defined that way by my archetype.  My barbarian warrior is quite the linquist because of his 3 skill level in languages and 4 skill level in body language.  My small froofy actor is a whiz kid with his 3 in knife so while he is mainly there for the acting and the deception and the social status I gave him just a bit of edge for the combat time, but everything else points to his acting skills.


The question for you is, how does your game design guide the GM and players towards the kind of game you want it to be? How do you tighten up the margin for error caused by a bad GM or a GM having an off day?


We try to give general guidlines that move across most all instances. A standard system equation that covers most situations with modifiers being based on the situation and the chance of conflict resolution based off of the characters abilities and skills.  We bsed it off of 10 sided dice because of the common sense and ingrained "on  a scale of 1 to 10".  We also try to give guidelines to what those numbers from one to ten should mean.

Difficulty Factor Meaning
10 Near Impossible – use appropriately
9 Nightmare (watch em squirm
8 Extremely Difficult
7 Hard
6 Challenging
5 Normal
4 Easy
3 Incredibly Easy
2 No challenge
1 Automatic

Of course there are more rules to conflict resolution than that, but this is part of the root foundation of the system. 
We also try to let conflict resolution against others (even NPC's) go against their attributes.  The difficulty numbers can be made up from others attributes (especially in spell casting) but also in combat, bartering, thieving, etc.  They can be modified by the GM and the situation but can be set for anything against another person.

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On 12/8/2005 at 12:41pm, Troy_Costisick wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

Heya,

The setting gives a fairly wide variety of options for the player to choose from.  It is entirely possible in cyrus to play a typical knight, ninja, mage, etc.  The setting does not limit what that particular knight, ninja or mage can actually do.  There are orders of knights that people can join, (whytegaard) but which have many different classes within them.  It isn't uncommon for a knight of whytegaard to be well versed in poetry, guns, herbalism, etc or for the knights to not wear armor (bladesingers) or to wear standard steel armor (palladin masters).  These classes though don't actually effect the way the mechanics give the character bonuses. They are archetypes the character can fit into .


-I'm seeing some pretty heavy exploration of character in your game.  Awesome!  I'm going to restate something I said before real quick just for clarity.  I'd really like to know about the mechanisms in place in your game that takes a character from being a humble gardener to an archmage.  What triggers these changes?

I'll try to give these two at the same time since I think the answer is fairly the same.  We like to encourage roleplaying above action, but leave in the action elements as well.  The system encourages you to bring out your character in your roleplaying and to have background reasons for most of your skills or other focuses (generic term for non skills).  I'm a firm beliver in 70% of any game is up to how the GM runs it so we try to give a base for the GM to build off of. There are rewards (low to high) for roleplaying your character, for engaging in action scenes, for developing your characters skills and keeping to the same path.


-Cool.  You've answered what kinds of behaviors are rewarded.  And I can see where you're going with this.  Not bad.  But I'm still unclear on how the PCs are rewarded. It's my fault for not being more clear.  So let me put it another way.  What kinds of rewards exist in your game?  What do the players and characters get for doing the things you listed above?

Peace,

-Troy

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On 12/8/2005 at 8:30pm, Arcadian wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

I think I'm having trouble making my words match my thoughts.  The concepts of the game have become so ingrained that I just accept them as part of game reality.

I'd really like to know about the mechanisms in place in your game that takes a character from being a humble gardener to an archmage.  What triggers these changes?


At character creation characters kind of fit two paradigms. 
One as the person they are without any of the adventures skills they have now.  This is shown by their profession basic.  Something non combat, non adventuring regular joe lifestyle job.  Tailor, gardener, farmer, banker, librarian,scholar, etc. 
One as the person that is capable of going on these grand adventures, saving the world and being the historical figure.  This is the result of all of their character creation.  This is the point where the player decides how much he wants these two lives ingrained.  Has his character always been the elven ranger? Was he raised by rangers and took it up? or has his life led him to the point where he begins this.  Maybe he lives in a town working as a tailor with his father, the ranger who protects the borders barters services. He trains them in the ways of hunting and woodsmanship for free clothing, maybe food, etc.  The skills the character has picked up as a tailor still reside within him. He may have taken up being a ranger, but he hasn't forgotten how to be a tailor. His time may be spent in going off to fight orcs, but in between being called up to do that he goes back to his shop and sews clothing.



-Cool.  You've answered what kinds of behaviors are rewarded.  And I can see where you're going with this.  Not bad.  But I'm still unclear on how the PCs are rewarded. It's my fault for not being more clear.  So let me put it another way.  What kinds of rewards exist in your game?  What do the players and characters get for doing the things you listed above?


I'm sure I"m being unclear, it's hard to unpackage my thoughts. I'm heartened by the fact that every playtester has adapted well to the system though.  Let me try to explain the reward system here and I'll post a condensed version in a reply on it's own. 

The standard reward system is a set experience awarded at the end of the session.  Characters gain experience by the way they play their character.  This expierence is used directly to purchase new skills, attributes, focuses, hit point bumps, etc.    The experience categories are varied so it's possible to gain experience off of playing different types of characters.  If you are a tactician you might gain experience by achieving a goal.  The GM would the be final arbitrater of how much experience is awarded.  This I don't think is a problem because the GM is the one developing the story and controlling most of the world.  If you play a warrior archetype and your prime character action is fighting then you can get experience for that.  If you play a social character or one good in town situations you could get good ROLEPLAYING EXPERIENCE.  If you play a military leader or a schemer, goal achieved, etc.    In essence the character isn't awarded experience, but the player is awarded for playing their character as fully as possible.

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On 12/8/2005 at 8:48pm, Troy_Costisick wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

Heya,

One as the person they are without any of the adventures skills they have now.  This is shown by their profession basic.  Something non combat, non adventuring regular joe lifestyle job.  Tailor, gardener, farmer, banker, librarian,scholar, etc. 
One as the person that is capable of going on these grand adventures, saving the world and being the historical figure.  This is the result of all of their character creation.  This is the point where the player decides how much he wants these two lives ingrained.


Awesome.  Does the player create two character sheets duing character generation or just one?  Like does he make a character sheet of what he is at the begining of the campaing and what he wants to be once he achieves his Big Goal?

The standard reward system is a set experience awarded at the end of the session.  Characters gain experience by the way they play their character.  This expierence is used directly to purchase new skills, attributes, focuses, hit point bumps, etc.    The experience categories are varied so it's possible to gain experience off of playing different types of characters.  If you are a tactician you might gain experience by achieving a goal.  The GM would the be final arbitrater of how much experience is awarded.  If you play a warrior archetype and your prime character action is fighting then you can get experience for that.  If you play a social character or one good in town situations you could get good ROLEPLAYING EXPERIENCE.


Let me ask if I understand you correctly.  PCs earn experience points, but there are different kinds of experience points.  Each kind is divided into a different "pool", so for instance you might have a Combat, a Social, a Magic, and a Religious pool of Exp.  The kind of Exp you earn determines where you can spend those points.  Is that correct?  I believe this is what you said earlier, but I just want to double check :)

This I don't think is a problem because the GM is the one developing the story and controlling most of the world.


This I want to caution you about.  If a GM creates the whole story, then he must also decide what the characters will do.  If he decides what the characters will do, what is the job of the players?  They're left with just adding personality to the decisions the GM has already made for them.  He's created the initial conflict, the rising action, the climax, and the resolution before the players even roll the first die.  Bleh. I would highly encourage you to make the game more about what the players want.  Create a mechanism where the players tell the GM what they want to do that day.  Let's say that a player needs some money.  He tells the GM, "I want to earn a bag of gold so I can buy a ship to sail to a far off land."  It would then be on the GM to facilitate that goal by giving the character an opportunity to earn the money, buy the boat, and then set sail.  Now I'm not saying the character succeeds 100% flawlessly, but the GM now knows what the player wants and the story is more driven by the people playing the main characters.  Make sense? :)

I look forward to your answers.

Peace,

-Troy

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On 12/8/2005 at 9:12pm, Arcadian wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

I hope this gives the idea of what we've got in place. It seems to me like a pretty standard video game experience system but instead of just based on killing things it's based across many different types.

SVGAMES EXPERIENCE SYSTEM: CYRUS

Experience and Levelling Up

Once you’ve created your character and have taken them out on the road a bit you’ll find that the skills you started out with are not quite adequate to deal with new threats and challenges.  You’ll also find that you’ve grown and changed as a character and may have picked up new skills. Like the character creation process the leveling up process is based on a point buy system.  You can buy new skills, increase old ones get focuses, but you can also increase your characters attributes, you can raise your hit points or use some experience to ensure basic success on an action once per session. 

At the end of every session you will be awarded with experience points. The experience points you are awarded are based on how you play your character. A character can be played in many ways and you have probably molded the character to fit certain needs.  They may be a fighter and made to do well in battle scenes.  They may be a thief and do well with stealing things by sneaking into buildings.  These would be rewarded with more points in the action category.  You may be very socially oriented and deeply involved within the story that the GM has set up.  If your character has impact on the story working his way through the twists and turns you may receive story impact experience.  If you are working towards certain types of goals and you achieve those goals then you may be rewarded with experience because of that.  If you put your non combat skills to good use, using merchant skills to negotiate with an innkeeper or archival skills to find that one tome of magic with just the right spell in it, etc, then you would be rewarded here.  Of course roleplaying your character and developing them within the game are awarded as well.  The GM may choose to add other categories into this as well to define the flavor of the game they wish to run. 

Experience also levels your character up.  When you gain a certain amount of experience points you raise in level. At this time your character gets a free hit point bump and their manna raises as well if they are ritualized. There will be a place on your character sheet to keep track of how many Experience points you’ve accrued, as well as how many you have left to spend. The amount you’ve gained never lowers but the amount you have left to spend goes by the cost of what you spend it on.  The experience system is kind of like a monetary system for skills. It is gained by the work you put into your character rand then used to build up what your character is capable of doing well. It is very important to keep track of this as the character and as the GM.

Not sure how good this table will come out, but we'll see.

[table][tr][td]Category  [/td] [td]None[/td] [td]Basic[/td] [td]Good[/td] [td]Great[/td][/tr]
[tr][td]Action (GM[/td])   [td] 0[/td] [td]1[/td] [td]2[/td] [td]3[/td][/tr]
[tr][td]Role-playing (GM) [/td]  [td] 0[/td] [td]1[/td] [td]2[/td] [td]3[/td][/tr]
[tr][td]Story Impact (GM)[/td]   [td] 0[/td] [td]1[/td] [td]2[/td] [td]3[/td][/tr]
[tr][td]Character Development (ASK)[/td]   [td] 0[/td] [td]1[/td] [td]2[/td] [td]3[/td][/tr]
[tr][td]Goal Achieved (ASK) [/td]    [td] 0[/td] [td]1[/td] [td]2[/td] [td]3[/td][/tr]
[tr][td]Good Skill Usage (ASK/GM[/td])   [td] 0[/td] [td]1[/td] [td]2[/td] [td]3[/td][/tr]
[tr][td]Archai Rules (If ritualized 1EXP per rule followed)[/td] [td]0[/td] [td]1[/td] [td]1[/td] [td]1[/td][/tr]
[tr][td]Unique Solution(Optional) (ASK/GM)[/td] [td] 0[/td] [td]1[/td] [td]2[/td] [td]3[/td][/tr]
[tr][td]Code of Ethics (Optional)(ASK/GM)[/td] [td] 0[/td] [td]1[/td] [td]2[/td] [td]3[/td][/tr]
[tr][td]Record Keeping (optional) (GM) [/td][td]0[/td] [td]1[/td] [td]1[/td] [td]1[/td][/tr]
[tr][td]Game Contribution (optional) (GM) [/td]            [td]0[/td] [td]1[/td] [td]1[/td] [td]1[/td][/tr][/table]

Extra Things to Buy with Experience

You can spend your Experience on a few other things than just skills. 

Increasing One Attribute Point
75 EXP
You can raise on of your attribute points by one.

Extra HP Bump
15 EXP
Add an extra hit point bump.

Will bump
10 EXP
You can spend 10 Experience points one time per session to guarantee success on one action.  You must have that much Experience at the time of spending.

Reflexes Cap Buyoff
By armor
You can spend experience on your armor as well.  You can pay the Experience listed in the reflexes modifier buyoff column and completely buyoff the reflexes cap.

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On 12/8/2005 at 9:31pm, Arcadian wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

Awesome.  Does the player create two character sheets duing character generation or just one?  Like does he make a character sheet of what he is at the begining of the campaing and what he wants to be once he achieves his Big Goal?


Well a person isn't really two personalities, we try to make the character sheet reflect both parts. He is still just a person in the world, but one who chooses to take up arms against a sea of troubles.    Maybe I'll incorporate a free previous life skill.  Get a skill of 1 in gardening if you were a gardener for your Profession. 

We've got a focus called profession basic.  Every character has one for what they do outside of adventuring.  Whenever they attempt a task that their training in that profession would help they get an extra dice to roll along with their attributes.  This could cover a wide variety. Being a scholar might give you a wide variety of actions that it helps if you can describe it well.  Searching for books sure, remembering stuff, sure, combat, no but if you were a scholar who studied combat styles you could get an extra dice to understanding how someone is going to attack or figuring out what style they are using.

Let me ask if I understand you correctly.  PCs earn experience points, but there are different kinds of experience points.  Each kind is divided into a different "pool", so for instance you might have a Combat, a Social, a Magic, and a Religious pool of Exp.  The kind of Exp you earn determines where you can spend those points.  Is that correct?  I believe this is what you said earlier, but I just want to double check :)


No they earn one set of experience points.  But you get that experience points by what you do.  If you don't do fighting that's fine you could be highly useful to the group inside of a negotiation and would earn experience for that. The only way you don't get decent experience is when you don't do much in the game. 

We are kind of styling this in the playing style of old school DND but with more open options for characterization.  So the experience doesn't really reflect what you can do with it, but in how you can achieve it.  We went this way because we felt it was best for a player to decide if they want to take their character in a new direction.  The person who starts as a tailor may find himself in more and more combat and want to get better at it. The fighter may be helpless in a social situation and decide to broaden his horizons. 

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On 12/9/2005 at 5:21pm, Troy_Costisick wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

Heya,

At the end of every session you will be awarded with experience points. The experience points you are awarded are based on how you play your character. A character can be played in many ways and you have probably molded the character to fit certain needs.  They may be a fighter and made to do well in battle scenes.  They may be a thief and do well with stealing things by sneaking into buildings.  These would be rewarded with more points in the action category.  You may be very socially oriented and deeply involved within the story that the GM has set up.  If your character has impact on the story working his way through the twists and turns you may receive story impact experience.  If you are working towards certain types of goals and you achieve those goals then you may be rewarded with experience because of that.  If you put your non combat skills to good use, using merchant skills to negotiate with an innkeeper or archival skills to find that one tome of magic with just the right spell in it, etc, then you would be rewarded here.  Of course roleplaying your character and developing them within the game are awarded as well.  The GM may choose to add other categories into this as well to define the flavor of the game they wish to run. 

Experience also levels your character up.  When you gain a certain amount of experience points you raise in level. At this time your character gets a free hit point bump and their manna raises as well if they are ritualized. There will be a place on your character sheet to keep track of how many Experience points you’ve accrued, as well as how many you have left to spend. The amount you’ve gained never lowers but the amount you have left to spend goes by the cost of what you spend it on.  The experience system is kind of like a monetary system for skills. It is gained by the work you put into your character rand then used to build up what your character is capable of doing well. It is very important to keep track of this as the character and as the GM.


-I've read everything over very carefully.  I have to say that I'm struggling very hard to see something that your game accomplishes that other games, already published and with much greater entrenchment, don't already do.  Character classes and levels are cool with me.  They're just as good as any other mechanic.  But what does trouble me is how you are using them.  I'm not seeing an origonal take anywhere.  You talk a lot about starting as something simple (tailor, blacksmith, runt) but don't incorperate that into your rules very well, if at all.  It's sorta up to the players and/or GM to decide what the PCs start out as, what they do to advance, and how they end up.  You might ask, "But isn't that the way it's suposed to work?  Give them a bunch of freedom and they'll love it!"  The answer is no.

-When someone picks up a new game they are looking for an experience they have never had before.  It's unlikely that your game will be carried and advertised by the likes of Wal-mart, Barnes and Noble, or Target, so the people who check your game out will, in all likelyhood, be quite familiar with RPGs.  They likely will have played not just D&D, but also stuff like Rolemaster, GURPS, FUDGE, Deadlands, L5R, and Vampire.  And those are just the popular ones.  How many times in those games do you think they've gone from scrub to legend?  Lots.  I promise.  So what you have to do is give them a new way to do it.  That means constraining them some.  It means offering descrete, but not suffocating paths to advancement, rewards, and fun.  It means a little bit of telling them what to do.  Too much freedom can become an enemy of creativity.

-Your game has to give the players something they've never had before.  That's what will attract their attention and their business.  Same thing with cereal.  Kellog's Corn Flakes is an amazingly popular cereal.  They sell millions of boxes all over the world every year.  If a new cereal company wants to start up and make cereal, they'll look at Corn Flakes and think "If we just put our own flakes in a flashy new box, people will buy them by the truckloads!  Maybe we'll even include a toy for the kids!  That'll work, right?"  No it won't.  Look at your cereal isle at the grocery store.  There's tons of different kinds and I'd be willing to be there's more out there that your store doesn't even carry. 

-That's the problem you face as a RPG designer.  Your corn flakes are probably quite tastey.  I bet you have a great recipe.  But there's no way they'll notice your box, regardless of how flashy it is, in an isle with a hundred other boxes more narrowly focussed to appeal to their personal tastes.  Your game must find a niche, or better yet make one.  We can look at D&D or GURPS or Vampire and say that they appeal to a large and diverese group of people.  Okay.  Cool.  But after them, the market is horribly segmented.  Unless your game zeroes in on a target group of people and offers them a play experience they've never had before, the customers will just keep pushing their cart down the aisle- especially with the ease of shopping the Internet grants them. 

-So I'll end by asking a question I hate to ask.  I hate to ask it because it's almost a last ditch question, almost a flippant question.  But here it is, "What can your game do that no other game can?  Where can it take players that no other game is capable of taking them?"

Peace,

-Troy

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On 12/9/2005 at 8:44pm, Arcadian wrote:
RE: Re: Introduction: Arcadian and Silvervine Games

I guess I wouldn't say that we are really trying to be original or have a breakout game, but to present a style of gaming that exists between the two extremes of fully story driven and fully combat driven.  We're aiming for a more character driven in your options for creating unique characters with enough combat and action based numbers and rules to satiate the power gamers and the butt-kickers in the groups.


See we're not really aiming to do something new or unique or change the paradigm, just to give a different option inside of it. 

We're trying to make our rules easy to follow, your character choices high and the use of your rewards from how well you bring out what you wanted to of your character.  Sure this leaves it very open to personal interpretation, but that's the point.  A lot of people I've played with say well I'm playing this character because it's the closest to what I"d go for, but it's not perfect.  We're just trying to open up that style of play more and go for a system that emphasizes roleplaying and story. 

It is still supposed to appeal to the types of people that go out and play mainstream games.

I bet you have a great recipe.  But there's no way they'll notice your box, regardless of how flashy it is, in an isle with a hundred other boxes more narrowly focused to appeal to their personal tastes.


I think that tends to do more with what you do to market it, and now adays the internet has numerous ways to get to those people you want effectively.  I doubt our game will ever be on the same store shelves as DND and vampire, but I've rarely seen gurps on those same shelves even at comic book stores.  I've rarely seen palladium or most other smaller press games.  We've got some good ideas and groundwork laid out for our marketing to get to the people we think would be intersted in this.

I do notice that most games on development here tend to be more focused and niched.  I've always found those games fun, but not very lasting.  After playing ninja burger a few times I'm ready to do something else where the goals are different or I can explore more options.  That is the essence of where we are going.  Explore more options with your character. 

We may be skating the line between paradigms but that is the goal we were looking for.  I still plan to post the level 0 guide we are in the process of making up here and hopefully that will  reinforce the stance or give a better concept.    Our main goal is not that people playing this feel like they've done anything different but just that they have fun in doing so and got to keep a little more of the choice to themselves. 

Message 17892#189899

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