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Author Topic: Questions to help design of Cobalt RPG System  (Read 1126 times)

jhocking

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Questions to help design of Cobalt RPG System
« on: March 11, 2022, 07:21:18 PM »
Hi! I am looking for information to help me design my custom RPG system.

This is my rule system for lightweight RPG games (both tabletop games and tabletop-feeling video games). It’s somewhat quixotic that I designed a tabletop game system to use in a video game, but I want to recreate that old school feel of bringing an RPG from pen-and-paper onto the computer. The most interesting part of these rules are the progression mechanics.

https://jhocking.itch.io/cobalt-rpg
or
https://drive.google.com/file/d/1FL5QYfIhcufafZUvOBaMOfs97uFzgPXg/view?usp=sharing

Other than just general reactions from rpg experts reading the rules I've devised, I want to make sure there are no glaring holes in this ruleset. For example, in the first iteration I totally forgot initiative in the Combat section. I want to get as much tackled now before wasting playtesters' time.

Incidentally, previous rounds of feedback discussions have focused a lot on my questions about the pros and cons of character classes versus a classless system. I've got a pretty good handle on that issue now, but I'm still curious if there are new insights to be had.
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Joe Hocking
www.newarteest.com