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I need a Guinea Pig

Started by Brimshack, January 20, 2009, 02:15:50 PM

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Brimshack

I've been working on an fantasy RPG with a small group of players for about 18 months now. The game has grown, and we've reached a point where we are quite happy with the way it plays. The problem is that no-one has ever played this game without me physically in the room to explain it to them. That works great, but playing from a cold reading? That's a hurdle we haven't made yet.

So, I'm looking for a GM willing to put a little time in. It'll take a read through the core sections. I would ask that the individual put at least 3 Game Sessions in.

Game 1: Hack & slash with NPCs, followed by rolling up characters for the next two games. The easiest way to exlain this system is to have people roll initiative and get started. And once people have tried it, they will know enough to be able to roll up Characters. So, the idea here is to use the battle to teach the system, then finish the game session by letting people create some characters of their own in preparation for the next two games.

Games 2&3: The GM runs this, as she sees fit. For example, I am currently using my old 1st edition setting and translating NPCs as we run into them. That works well, as does any mini plot line you can imagine. I would ask the GM to work in a little role playing with each game and at least 1 battle with a monster of her choice (there are 200+ pages of them) per session.

Feedback! I want feedback. Please. We are just now putting in the user-friendly features such as an appendix and a step by step character creation guide. But again, no-one has had to rely on these completely. I've always been there to say how it's done. What I am looking to do here is a kind of pre-beta test to help me smooth out the roughest portions of the game before we open it up to a larger group of testers.

The Game: It's a fantasy setting, comparable to D&D or T&T. We have all the usual tolkeinesque races in there. We also have several of our own creatures and playable kinds in there, and there is some effort to address non-standard cultural resources (those familiar with our miniature line at CW will not be surprised by this). The game uses 3d6 for everything. Attack and Defence are opposed rolls. Damage is a function of the attack roll (with modifiers). There is a death spiral as well as a sort of panic spiral. The prospect of aiding other character is another prominant feature of the system. Characters working together are much more effective than they would be acting alone.

The game uses miniatures for combat, but role playing can certainly be done without them. Character development is essentially classless and we use an abstract Trait system to address everything from social relations to natural qualities and aspects of moral outlook. Players can make characters as simple or as complex as they like, just by choosing how they want to spend their Experience Points.

Serious inquiries only please. You can PM me or write me here:

danielwall@earthlink.net