SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

[Thousand Spears] Looking for Feedback and Testers

Started by SuperSooga, March 06, 2011, 10:44:35 AM

Previous topic - Next topic

SuperSooga

Thousand Spears is my most recent game project.

The Elevator Pitch
Thousand Spears is...
Hercules and the 300 Spartans voyaging around an ancient world varying from Hyborian savagery to classical wonder. Talented Inheritors carry out great deeds only through the sacrifice of their ordinary followers.

What's this going to do that other games don't?
- "Scaling Up" the traditional RPG structure of a party of player characters and maybe some hirelings. In Thousand Spears each player has their own character but each character will have followers. They could have a dozen each or ten-thousand each and the game still works. There are still times for individual efforts but for the most part you'll want to have a bunch of followers under your command.
- "Highlight-based" combat, where individual swings of the sword and exact positions aren't tracked but units and individuals can still carry out actions to sway the battle.
- The setting is a twist on classical mythology. Spear, shield and javelin rule the battlefield but in a world without horses large hounds are used to pull chariots and more dangerous creatures are trained as war beasts or feared as monsters. Sprawling empires exist alongside ancient tribes and defiant city states. Although inspired by our own classical age the world is original and there are no direct analogs for Greece, Egypt, Persia etc.

What Stage is it at?
The game is in serious need of some editing and layout work, but I can get to that time-consuming process soon. Some testing has already taken place but I want to step up my efforts. I'm pretty sure the core of the game works and each of the side-systems seem fundamentally sound too. Now it's more about fine tuning and (urgh) balancing.

So what can I do?
The simplest way you can help is to take a look over the game and tell me what you think. If you want to be extra helpful you can hop into #rpgnet on irc.magicstar.net and help me with a playtest some time. If you want to be ultra helpful you can run a playtest yourself. Try it, I dare you!

Okay, so where do I get it?
It's HERE in Google Doc format. I'm still making tweaks and additions so don't be shocked if you see some real time updating.

Thanks in advance for any help and don't hesitate to hit me up in the irc channel if there's something that needs clarifying.