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Author Topic: Generica-Open-RPG  (Read 2158 times)

trechriron

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« on: May 12, 2019, 08:08:41 PM »
I'm currently working on my own distro of openD6. I'm pulling in a bunch of ideas from other open SRDs/Games like;

  • True20
  • D&D 5e
  • Fantasy Craft
  • A little from Mutants and Masterminds
  • A touch from Mongoose Legend


I really believe that the sunsetting of True20, the near non-existence of Unisystem stuff has left a nice hole in the medium-crunch generic RPG arena. Sure, it's a small arena but I really like the enthusiasm of the intimate crowds. :D

It's starting with a solid base of D6 (I love the dice pool, the wild die, the savvy details...). I want to lean more on D&D style combat where more advanced maneuvers will be an option. Without levels and escalating hit-points, I'm confident that borrowing some approaches from d20 will streamline the basic combat system.

I want to create  both a basic game and a toolkit. The toolkit would support GMs/creators where they can choose what dials or complexity they want, put together a campaign using online tools, and either give the players a ready-to-play booklet or incorporate the chosen elements into a product. The basic game will be focused on ease of learning, fast play and diving right into the action. It would be the Generica Open RPG "players handbook and guide".

My hope is to have the underlying layer where GMs/creators can tweak the rules, add in or remove complexity, make templates and design things. Then, you put together a "game" that is tailored to what you want to run/publish. The players don't have to know all the fiddly bits. They make choices, spend some dice to customize and get into the adventure!

Are folks here interested in me posting about my design process? I thought it might be fun to watch me wreck your favorite system where you can scold me while I do it. :D

Also, as I make decisions it would be nice to have some experienced D6 GMs to bounce things off of, in case I'm 'mathing' wrong or heading into 'unplayableness'.

Thanks and ciao for now,

(cross posted at OpenD6 forums...)
Trentin C Bergeron (trechriron)
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Winterblight

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« Reply #1 on: May 13, 2019, 06:23:28 AM »
Sounds great. Definetly something I would be interested in. Im using a D6 variant that ive taken from Sorcerers of Ur-turuk and crammed into my sci fi setting. Seems ive broke it after just a few sessions. Mechanics and me rarely equal success

insubordinate polyhedral

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« Reply #2 on: May 13, 2019, 03:01:13 PM »
I am interested in your thoughts during your design process! I'm not an experienced D6 DM but I've played and read a few D6 systems and would be happy to be a guinea pig if you need a median-ish (I guess) player to test an idea. :D

trechriron

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« Reply #3 on: May 13, 2019, 03:16:49 PM »
Quote from: insubordinate polyhedral;1087677
I am interested in your thoughts during your design process! I'm not an experienced D6 DM but I've played and read a few D6 systems and would be happy to be a guinea pig if you need a median-ish (I guess) player to test an idea. :D

Quote from: Winterblight;1087628
Sounds great. Definetly something I would be interested in. Im using a D6 variant that ive taken from Sorcerers of Ur-turuk and crammed into my sci fi setting. Seems ive broke it after just a few sessions. Mechanics and me rarely equal success

Excellent!
Trentin C Bergeron (trechriron)
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Spinachcat

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« Reply #4 on: May 16, 2019, 03:47:58 AM »
Quote from: trechriron;1087538
I really believe that the sunsetting of True20, the near non-existence of Unisystem stuff has left a nice hole in the medium-crunch generic RPG arena.


Agreed. I loved both True20 and Unisystem.

Also, if the new BESM fizzles out, there's not any real competition.

Stephen Tannhauser

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« Reply #5 on: May 21, 2019, 12:53:45 PM »
I'd definitely be interested in seeing this develop.  West End Games' STAR WARS D6 was some of the most fun I ever had gaming.
Better to keep silent and be thought a fool, than to speak and remove all doubt. -- Mark Twain

STR 8 DEX 10 CON 10 INT 11 WIS 6 CHA 3

trechriron

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« Reply #6 on: May 21, 2019, 04:57:36 PM »
Here are my "crib sheets" thus far. It's not complete but this is where I hammer out the math and ideas. The Odds sheet is good except the for the critical fail column. I've decided to add a confirmation step to critical failures so they are not so abrupt on lower dice pools.

https://drive.google.com/drive/folders/1EhygS7c1lndsFbzn4w7d-QhU6j_OKrUl?usp=sharing

Again my design goals:

1) Refine the openD6 base to be easier to handle BUT not reducing it to light status. Shooting for medium crunch...
2) Add in the modern design parts from D&D 5th edition that I think make play faster and more fun.
3) Blend in the parts of love about True20.
4) Basic fast combat with optional "modules" to add crunch where you might want it (weapon speed/lengths, special maneuvers based on feats, etc.)
5) A "universal" ability/power creation system based on True20, openD6 magic and some other OGL sources. I want something in the middle between basic True20 and say M&M/Hero.

More to follow...

I also posted on the openD6 forms but I got no response so I'll keep sharing here for a while before I post elsewhere. Consider this a RPGsite exclusive...  :-D
Trentin C Bergeron (trechriron)
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trechriron

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« Reply #7 on: May 21, 2019, 05:00:31 PM »
I am using the Measurements chart from D6 because I love it. Will be adding Volume to it. It works really well for those who want to be able to craft/create/invent things and will be how all parameters for abilities/powers are handled.
Trentin C Bergeron (trechriron)
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Winterblight

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« Reply #8 on: May 22, 2019, 08:15:27 AM »
Looks like you have put a ton of work into this so far. I cant claim to understand it all yet. Numbers mess with my head and viewing it on my phone isnt helping :( Ive never heard of a crib sheet. What does the term mean?

I can already tell from your data where ive went wrong when i butchered D6 for my own game. I didnt limit the size of the dice pool.

On thing that did work for me was changing how the wild die worked. I dont like critical failures the PCs have no say over. I also stole the countdown mechanic from WOIN. I thought it was the one nugget of gold I came away with frim that game. Keep up the good work.

trechriron

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« Reply #9 on: May 23, 2019, 02:11:15 AM »
Quote from: Winterblight;1088976
...  Ive never heard of a crib sheet. What does the term mean?
... Keep up the good work.

1) it is slang for a cheat sheet or small notes (sometimes thought of as students using the crib sheet to cheat on tests...).
2) Thanks!

I'm updating the folder each night with my progress (delete old files, copy in new ones).
Trentin C Bergeron (trechriron)
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catty_big

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« Reply #10 on: May 23, 2019, 08:31:59 AM »
Quote from: trechriron;1089135
1) it is slang for a cheat sheet or small notes (sometimes thought of as students using the crib sheet to cheat on tests...).

Crib is British English usage. Er, not that I know that from personal experience you understand.
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insubordinate polyhedral

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« Reply #11 on: May 23, 2019, 10:20:28 AM »
Taking a peek at the equipment tech ratings document (which seems work in progress), I'm curious: what, if anything, do you plan to do in the base game around magic weapons/items (versus technology-enhanced items)? Do you see that as an optional add-on for GMs to add, or a fork in the tech tree (since it currently seems to be based roughly on historical eras), something else?

This is super cool, thank you for sharing your work in progress!

trechriron

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« Reply #12 on: May 23, 2019, 02:38:04 PM »
Quote from: insubordinate polyhedral;1089155
Taking a peek at the equipment tech ratings document (which seems work in progress), I'm curious: what, if anything, do you plan to do in the base game around magic weapons/items (versus technology-enhanced items)? Do you see that as an optional add-on for GMs to add, or a fork in the tech tree (since it currently seems to be based roughly on historical eras), something else?

This is super cool, thank you for sharing your work in progress!

I want to treat magic as its own thing. There are currently 5 levels you can set for your campaign (look at the "system" tab...). I believe my powers/ability construction rules should blend both together nicely (that's the goal anyways). Taking a page out of Fantasy Craft for creating "things", also True20 (with Construction Points). I don't want GO creators to be constrained. If you can conjure it up you should be able to create it.

Now, the creation stuff (and all these numbers...) are really for the tinkerers and campaign builders. My goal is that after you choose your dials and make your templates the online tool will spit out a summary that you can incorporate into a setting guide or game. Players should only need to make some simple choices (Origin, Background, Role and Catalyst) that combine into a ready-to-play character. I don't want a catalog of "things" for every game. The full system will support all the things but the system you bring to the table should be tuned to fit that specific game. In many ways Generic Open RPG is my "GURPS heartbreaker...". :-D
Trentin C Bergeron (trechriron)
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trechriron

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« Reply #13 on: May 30, 2019, 07:03:38 PM »
So how do you D6 enthusiasts feel about static difficulty numbers (like defense or derived from Attribute) vs. opposed rolls? I'm thinking of simplifying things away from opposed rolls, but not sure on overall impact to the feel of the game.
Trentin C Bergeron (trechriron)
Bard, Creative & RPG Enthusiast

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Winterblight

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« Reply #14 on: May 31, 2019, 04:57:35 AM »
With the D6 system I was using, my group tried the static value options. Off the top of my head it was something like skill or attribute dice X3 plus pips. It worked but as it took away the roll and specifically the wild die it felt as if something were missing. Its worth noting that my group mostly play Earthdawn so they like exploding dice.

Eventually we reverted to opposed rolls