Sunday, August 10, 2014

Alpha is out!

See that shiny new link at the bottom of the page? That's the current release of Shepherds of Fate's Alpha 1.7 edition.  Feel free to check it out! At the moment, it's fully playable, though still in need of a few features.  It includes instructions for making characters, lists of abilities and skills, as well as weapons, enchantments, and buyable items.  Feel free to play or criticize!  I hope you have as much fun playing it as we have had creating it. 

Be sure to come back and check up on new features and edits as Alpha pushes through its playtesting phase and on into early beta.  We will be posting changelogs regularly along with additions to the lore and setting of this game.  If you would like to help advance this game (or just want to give your comments) feel free to comment on this post or the rules page, or PM me via reddit through my username LordOfAvarin. 

Thanks!

Monday, August 4, 2014

In the home stretch!

As the alpha rules set begins to look less and less like a page covered in random letters and numbers and more like a page covered in ordered letters and numbers, my morale is beginning to rise.  Shepherds of Fate is beginning to resemble a full game now.  Being as I'm off work today, I intend to finish writing out tier 1 abilities and rebalancing magic.

It's getting to that point where I can see the end.  Alpha is almost here.

There are a few things I need to do before it comes out in its entirety, and here's my changelog so far.

Pre-alpha 1.7

Added tier 1 abilities
Fixed magic point acquisition and added separate schools of magic
Added races, explanations of ability dice, and character generation instructions
Added skill descriptions
Minimum skill is now better-defined
Nerfed longbows.  My god, they were overpowered. 
Balanced leveling so HP and potential damage were synchronized.
Synchronized world history to the game and added a place where canon will eventually fall.

Things still to do

Balance pain threshold in higher levels
Define shock and hemorrhage
Add gold and items
A few more balancing tweaks and sample magic spells

Thanks for reading!

Sunday, August 3, 2014

Last night's playtest

Well, last night's playtest was a success.  This game, which has previously only been playtested in sample combat and skill scenarios, went through a rigorous test over the course of a 4 hour one-night campaign.  I found the game's strong points and weaknesses and have written a list of things to change before Alpha comes out for sure.

1: balance magic.  It is ridiculously underpowered. 

2: Add checks for individual kinds of knowledge

3: better flesh out what each ability does.

But it's coming along quite well.  The multiple dice system is quick and intuitive, and fights are easy to DM and possess a very cinematic flow.  The transition between combat and RP is very smooth, and I think this shows a lot of promise for the near future. 

Saturday, August 2, 2014

Multiple dice and you: what you need to know

As the alpha rules near a state where I can bear to show them to anyone, I would like to note an interesting feature in this game that may need a little bit of explanation...

By our reckoning, the D20 system is a really comprehensive system.  It's full of nuances and details, but for our purposes in creating this universe and system, it fell a little short.  Shepherds of Fate aims to be a bit more cinematic than a lot of the D20 systems out there by allowing multiple factors to be rolled for simultaneously and be added into a cumulative result.  That means that when a character's attack fails, the DM (or any player) can look at the dice and tell you exactly why your attack failed, whether it be incompetent defense, shoddy footwork, or inept anticipation.

In Shepherds of Fate, we've dealt with that by replacing your base statistics with actual, separate dice. From D4 on up to D12 (and sometimes beyond), your abilities and how you perform are variables with little more to add. When you roll, you can see on the die how well you did without looking for more things to add.  It's all right there in front of you.  Why D12? Well, we've found that by using smaller dice, results are easier to add.

To attack, you roll three dice: weapon, ability, and base.  Weapon dice determine the overall power of the weapon used.  Ability dice represent your ability with that weapon.  Base dice are added to most rolls and show your general competence as a fighter, diplomat, or any other role your character may be forced to play.  Overall, it aims to be quick, intuitive, and cinematic.  As playtesting advances, we will see how it fares.

Thanks for reading! Feel free to comment with suggestions.