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Goblins and Gulags: A Unique Universal Roleplaying System

Started by Maxiemo22, May 09, 2015, 06:20:25 PM

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Maxiemo22

Salutations!


If you are here then that means either you clicked the link by mistake, or are interested in helping me develop a new and unique role playing system, that could be used in any genre, with any style of playing. Sound interesting? Read on!

About Me

Yadda yadda geeky high-school student, Yadda Yadda Pathfinders, Yadda Yadda Critical Hit Podcast, Yadda Yadda Gurps, Yadda Yadda Video Games.




The Process


The process of making this system is time consuming to do, and time consuming to explain, so I am providing a convenient checklist of what I have done. Note: This is not the recommended way to make and test a RPG game, just the way I am doing it.


Legend:
:D = Finished
:) = Tweaking
;) = In Progress
X = Planned


  • Basic Idea  :) - Mostly done, still flexible as I finish the game.
  • Character Sheets :) - Rough draft is finished, now rearranging.
  • Rule Book ;) - Hardest part, gonna take a while for this.
  • Template Classes X
  • Template Races X
  • Template Items X
  • Template Spells X
  • Template Abilities X
  • Template Traits X
  • Template Characters X
  • Template Campaigns X
  • Template Monsters X
FAQ
  • Why does the Skill to Cast Spells and Use Computers take up the same slot?
    Computers and Cast take up the same skill, so that the system could be used in both a medieval world, a scifi world, or in any other world. For the most part, all of the skills can work in any world, except for the Cast/Computers skill, which is alternated as usually a world does not have magic if it has computers, and vice versa.

  • What are Traits?
    Traits are passive things that define what something is. PC Traits allow for players and GM's to create their own races, classes, and backgrounds with ease, allowing the players to truly be whoever they want. PC's start off with two positive traits, and they may take additional positive traits at the cost of also taking a negative trait for each extra trait they take. Examples of PC Traits would be Tough, Strong, Far-Sight, Dark-Sight, Wings, Slow, Feeble, Clumsy, etc. Item Traits allow for players and GM's to create their own unique weapons. Every weapon has a size trait that would effect its accuracy, its damage, and how many attacks could be made with it per turn without special traits. On top of the size trait, traits could include such things as being an actual part of the PC's body or armor, making it difficult/impossible to remove or disarm. Additionally, traits can include effects for weapons, such as fire damage on hit, or the ability to make a free attack under certain circumstances.
Links


PDF of Character Sheet Version 1.1: https://goo.gl/GYlzYt

Spinachcat

So Yadda Yadda high school has a short bus?

Dude, your PDF does not inspire. Also, we have Design, Development and Gameplay subforum for a reason. You can get spanked there.

That said...

The skill to Cast and use Computers is the same? Interesting. Tell us more.  

Your weapons and PCs both have Traits? Tell us about that.

Maxiemo22

#2
I apologize for the bare bones, ugly, character sheet. This system has only been in development for less than two days. Answers to your questions are as follows:

Computers and Cast take up the same skill, so that the system could be used in both a medieval world, a scifi world, or in any other world. For the most part, all of the skills can work in any world, except for the Cast/Computers skill, which is alternated as usually a world does not have magic if it has computers, and vice versa.

Traits are passive things that define what something is.

PC Traits allow for players and GM's to create their own races, classes, and backgrounds with ease, allowing the players to truly be whoever they want. PC's start off with two positive traits, and they may take additional positive traits at the cost of also taking a negative trait for each extra trait they take. Examples of PC Traits would be Tough, Strong, Far-Sight, Dark-Sight, Wings, Slow, Feeble, Clumsy, etc.

Item Traits allow for players and GM's to create their own unique weapons. Every weapon has a size trait that would effect its accuracy, its damage, and how many attacks could be made with it per turn without special traits. On top of the size trait, traits could include such things as being an actual part of the PC's body or armor, making it difficult/impossible to remove or disarm. Additionally, traits can include effects for weapons, such as fire damage on hit, or the ability to make a free attack under certain circumstances.

I'll edit my original post to include this information.