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Building a Pen & Paper Endless RPG… 2Gether!

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Endless Space - I've seen things you people wouldn't believe...
Endless Legend - Here be dragons...
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7 years ago
Aug 15, 2018, 11:55:21 PM

Hi guys!



Monthly update time! And here’s the menu!

1) The answers to your questions.

2) The vote result.

3) Your next design input.


As a short intro, I’ll explain how we’ll work together, and it is pretty simple! Every month we will deal with a prominent game design aspect. Last month was choosing the setting, no less, and this month is… a surprise for a few more text lines : ) Point is I will introduce a new game aspect for you to vote on, with a link to a poll, and we will discuss about it further for a month, until the next update. Then we’ll move on to another point. Basically: new idea, poll, discussion, moving on.

Speaking about moving on, let’s get to the first part of this update!



1) The answers to your questions.


@errons1: Great! You can send me a private message here, I hop by pretty often : ) Actually anyone can contact me this way!

@Those who told me they’d like to help but have no idea how to: First, a huge thank you! Second, you absolutely can! What I need is your honest feedback on the game. We’re at its infancy so it means your input on design choices now, and testing (read: playing!) later on.
A few simple and heartfelt lines are perfect, no need for a hardcore technical design analysis. Knowing how you genuinely feel about the game is absolutely essential, and I can’t stress this enough.

@Those who want to know a bit more about the financial model: Well I recently learned that finance is not an “f” word. So there is a plan, it is simple and… Some will probably try to kill me after this post (my banker most notably… >.>) but I want to keep the core book completely free. If it goes well enough we could start thinking kickstarter, extensions, extra art etc. But let’s get there first : )


2) Now on to the vote results!

It has been quite a ride! At first the EL setting had a huge head start (like 10 to 2), then ES came back and ahead. After this I thought I was going nuts so close the two settings remained (for nearly two weeks they were like 1-2 votes apart!) but in the end ES is rising above!

I will wait until the end of the week to officially close the poll but apart from quite a reversal, I will officially start designing the Endless Space RPG!

3) And this month I need your input on…
On something which will deeply define and shape the game: what are the 5 factions you would love to see in this RPG? 

Here’s the link to the poll!

I know this will probably be tough for some but try to keep it to five or less, I’m counting on your fair play here! : )

Also, do keep in mind that the selected factions will obviously be adapted to a different context, which means their RPG version will be a variation of the one you know. This also means that EL specific factions are fair game! Of course the principle here is to keep their core identity and what makes them special… And I can’t wait to read your input on your favorite ones!


So there you have the main focus of the upcoming month! Of course other topics/questions/comments are more than welcome and, once again, I want to thank you guys for being a part of this!


Cheerfully,




Aeyl





PS: By the Lost, Slowhands! Your last comment made me grab my friend’s inhaler! :D

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7 years ago
Aug 16, 2018, 4:38:04 AM

Heyyy!!!! Monthly voting huh? Count me excited for September! 

Narrowing it down to five factions is hard, but definately a smart idea to keep your workload from growing beyond control. 


I'm pumped for this project, keep it rolling friend!

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7 years ago
Aug 17, 2018, 9:50:30 PM

EL specific factions are allowed in the ES specific rpg? While I love the idea of coming up with representations of some of my favorite EL factions, I think that doing so - unless you want these to be separate from the 'main 5 factions' - is going to muddle up the presentation of the setting and, quite possibly, core mechanics for the game.


I'm also interested in hearing how you plan on including those groups and species not within the five main factions; on how you intend to define the main factions; and how they each sit within the greater setting of the Endless universe.


EDIT:


(apologies for the wall of text below)


 So, these five factions... one idea for this is to do something akin to the Dark Heresy setting, which is human-focused because playing as aliens in a xenophobic empire is a sure way to get killed before the story starts. While the Endless setting is way less killy than that (or so I assume), you could still maintain a focus on Mezari-descended peoples in order to maintain a degree of familiarity for the players; there certainly are enough of them to fill a fairly diverse group of narrative roles, and there's no lack of story that could be developed using all of these different groups.

The five I'm thinking of for this idea - which I'll tentatively name 'Children of Mezan' because it's so imaginative - are: Vaulters, United Empire, Pilgrims, Sheredyn, and Horatio. This has the minor benefit of using what were all major factions in the original Endless Space, though I don't really know how that would help.


A more cospomolitan distribution of factions would give the players a sense of the wider galactic community, which on the one hand might provide for a far more dynamic setting, but on the other might cheapen the impact of alien races by reducing them down to a few gimmicky differences - such as the Lumeris being just "Dust-loving mafiosos" without any of the more intriguing cultural elements, like the benthic cults that are mentioned briefly in the quests (how important are they to Lumerian culture?), the differences in everything that would arise from development on an atoll planet rather than a terran one, and what exactly the role of government is in a culture that by description in-game via quests is essentially ruled by the whim of Family heads. Like, do the Lumeris have an actual, functioning government that we don't really see anything of because the quest revolves around the Families? Or is it about as flimsy and paper-thin as one might assume of their society (are diplomatic relations managed by the gov't or by the Families?). 


Uh... tangent over. My suggestion for the 'Cosmopolitan Setting' faction choices are: United Empire, Lumeris, Sophons, Vaulters, and... Unfallen. The goal with this is to choose a few familiar faces and a few of the least antagonistic alien races, leaving the factions that are almost by default set into conflict mode such as Vodyani or Cravers, as enemies, antagonists, or at best NPCs.

Updated 7 years ago.
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7 years ago
Aug 20, 2018, 10:22:56 PM

Hi everyone!



Last week is… well, past so it is official now, this game will be the Endless Space RPG!

But before I unleash the full might of my unbridled creativity on a poor and innocent world bible, a few words.


As an important nuance, many of you voted for Endless Legend so I will definitely keep this in mind as I design. This is one of the reasons factions which only appeared in EL are up for the votes on your favorites this month.


Speaking of which, a bit on factions.

I asked for five because, as dugintostew said, it keeps the workload manageable. In a month though I will probably end up with a bit more than five from your votes. No worries, that is the plan : ) From this I should have a clear picture of which factions should be present and how prominently each should be represented, based on your preferences.


Blending them will largely depend on two things. The first one is what you pick. At this point the exercise is basically akin to that which Blandersnatching did with his Mezari oriented selection. Now imagine a combination like Vodyani/Ardent Mages/Cultists/Cravers/Haunts for instance, feel how different these two perspectives are?

The second factor is what context I design for your combination of factions. For instance imagine a splinter population of Horatio crashed on a distant world a few generations ago, with nearly all of their cloning facilities destroyed and they don’t have (yet) the technology or resources to build more. How would they blend with the other peoples? What would they do with the differing newborn? How treasured the few cloning facilities would be, and the rare clones they would produce. Or maybe they would have to create female Horatios… (I will deny having ever written that ><).


This is all very basically put but that is the principle: to weave the world around your choices.

So do feel free to pick any faction you want to see in a futuristic setting. Whichever they are, each will have history, structure, culture… much (much) more than “a few gimmicky differences”, I promise : ) 


Now, where is that world bible again...

Updated 7 years ago.
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7 years ago
Aug 22, 2018, 9:48:15 PM

Hi GenericOctopus!

Well as a tiny update, I have made quite a few tests and early prototypes, some of which vary wildly from one another.

What will allow me to chose between these bases and refine them will actually depend a lot on which factions will be present **hint hint**.

Anyway, can't possibly imagine why but as the gameplay seems to be on your minds, once we have the factions I guess that the game system should follow closely : )



Aeyl

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7 years ago
Aug 25, 2018, 6:12:53 PM


Oh thank you Orbotosh! It was an interesting read! 

I wonder what you guys think about it! : )

Updated 7 years ago.
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7 years ago
Aug 26, 2018, 4:39:29 PM
Aeyl wrote:

 what are the 5 factions you would love to see in this RPG? 

I didn't realize when I filled it out that I was supposed to keep it to five. -_-


Would it be possible for me to retake the poll so I could do it properly?

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7 years ago
Aug 26, 2018, 8:34:37 PM

Fanmade tabletop rpg systems are always beautiful things to find; handcrafted games born from a love of the conversion subject, a love of gaming, a love of tabletop rpgs in general, and often also a great comradere with one's friends who are often waiting exitectly to try the system out. I've tried my hand at making one or two over the years, and I usually abandon the project halfway through as I reach the same conclusion each time. Tabletop rpgs that exist and are built for a genre, rather than a specific setting or universe, are buit to be the best tabletop rpg a tabletop rpg can be, in the same way that computer games are build to be the best computer games that computer games can be. Tabletop rpgs built to fit a computer game that trys it's hardest to be true to it's computer game model tends to lessen itself.


Instead, I recommend for the best tabletop gameplay experiance, to use the mechanics of an already existing rpg system, such as the already mentioned D&D, or perhaps Starfinder, or even Mutants and Masterminds. A fantasy system might be perfect, as one could then be also creating an Endless Legend tabletop rpg at the same time. I understand that building your own game system is fun in a spreadsheet sort of way, I'm as much a nerd as you are most likely. For the sake of gameplay, perhaps such fun can take the form of constructing stat blocks for NPCs and race and class entries.


Just my two cents. I hope fun is had by all. :D

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7 years ago
Aug 27, 2018, 11:01:24 AM

i would focus it on mezans children first and then add addendum for xenos race.

Also i crave for it. If ... no, When there is a Kickstarter, two things. one i will backup it. Two, I should have finish my law master and i will be happy to help as a fellow french tabletop rpg lover. 

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7 years ago
Aug 28, 2018, 1:37:40 PM

I don't think we should follow that human-focused approach, as the game would lose a lot of its variety and appeal because of that.  I think we should try to present a roster as diverse as possible, so that everyone may find a race they like.

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7 years ago
Aug 28, 2018, 10:09:50 PM

Hi guys!



@Bugsydor: No problem! I'll make sure to keep your second vote only, thanks again!

@grayasura: Thanks a lot! : ) I will be glad to read your feedbacks.

@Zhmoogaku: Wow there was a lot in your post! I will try to answer your concerns synthetically:


- “Tabletop rpgs that exist and are built for a genre, rather than a specific setting or universe […] I recommend for the best tabletop gameplay experiance, to use the mechanics of an already existing rpg system...” We will have to agree to disagree here : ) The plan is clearly to build a specific system designed for a specific experience. Of course I will draw my inspiration from other systems, already am actually, but it will not be a direct adaptation of an existing system.

- “Tabletop rpgs built to fit a computer game that trys it's hardest to be true to it's computer game model tends to lessen itself.” I completely agree! But no worries, this RPG will be far from an Endless Space 4x emulator.

@ThonkTank: Yup! But even if human factions mainly come ahead, rest assured that there will also be alien ones. It simply is too essential to the Endless Space experience : )


Off to bed now, I am crumbling. Keep having fun guys!




Aeyl

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7 years ago
Aug 30, 2018, 8:04:15 PM

Oh my god ! This is a dream coming true !!


I'll follow this with a great interest and pleasure, especially if it's done with the "Games2Gether way" ;)


(*mumble in baguette* et une trad' française aussi si possible, pitié! je ramènerai du kouign amann si ça peut peser dans la balance.)

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7 years ago
Sep 19, 2018, 9:48:38 AM

Hi everyone!


Sorry this post is few days due, but as you can tell it took me a bit of time to write : )
Anyways, here is the update for this month! Time to get to the vote results and the next big design choice!

So, about the votes, you guys really are incredible! It was a bit like watching a series, really. For instance at the start the Horatio were largely on top, so I started designing a bit around that, but in a matter of days they got savagely overthrown by the Sophons, who had like four votes to begin with! After two reversals like that, I decided to pause the world design a bit and grab some popcorn : )

In the end, here are the results!

36 Vaulters
32 United Empire


27 Vodyani
25 Sophons
23 Horatio
22 Riftborn
22 Hissho


14 Sisters of Mercy
14 Lumeris
13 The Cravers
12 Broken Lords

Now what is going to happen with this? Well to answer this, let us give you a short perspective on how I design. I firmly believe games are made out of four, profoundly defining, elements: Rules, aesthetics, technology (computers, dice, just your hands…) and narrative (yes, before you ask, even Tetris tells a story).

These results, your choices, have just become an essential base of the narrative.
Now I will weave them with my own affinities and design this selection the best I can. Concretely this means:
- Building a setting around and for these factions, where they would be the most interesting to play from an RPG point of view.
** As an important note, I will try to bring most of them in, maybe even with a few guest stars, but I foresee a major difficulty with the Riftborn which may force me to cast them aside. At least at the start.

- Details and lore, and lory details.
- A game system adapted to suit and represent this selection.

So! If we take a look at the four defining elements: Aesthetics, I will manage with official resources, pdf editing and writing. Narrative, I have all I need to start working thanks to you guys! And now, you will set the rules in motion.


Each RPG game system is built upon a simple principle. And often, two very different games use the same principle. The Call of Cthulhu and Warhammer 40k for instance both use percentages and a D100.
I have spent a good part of the last two months designing game systems for the Endless RPG. Seven to be precise and during tests and prototyping, three principles really stood out, each with its strengths and drawbacks. While it is impossible to get into lengthy comparative details here, I really need to know how you guys feel about them. I am talking about gut feeling and a priori, even more so for two of them which, you will see, are tricky to test.

In all of these bases your character is defined by characteristics (strength, intelligence, charisma etc.) and skills (martial arts, making fun of Horatio, running, hiding…). These attributes and skills are scaled roughly from 0 to 5 for the human range (as in many systems, like the World of Darkness, Shadowrun, Wrath&Glory…). When you want to perform something, you combine a relevant attribute and skill, and add their score. Strength + athletics to climb up a tree, dexterity + laser weapons to shoot a Craver etc. We will call this sum the pool. According to the principle you will chose, this pool will generate a certain number of hits. To accomplish something you just need enough hits. Climbing a simple tree would require two hits for instance, when shooting a dummy kilometers away might require five or more.

Now here are the three different ways to play with this pool:


The first principle is a classic:
You throw a six sided die, or D6, for each point in your pool. Each 4 or plus counts as a hit.
This principle is the simplest and most accessible of the three. It also is a tested, tried and true veteran of the industry. The other two simply are not (so far!).

The second principle builds upon the first:
Same base here but through experience points, implants, Dust and more, you can customize your dice sides (with stickers, painting...). For instance you could replace the six side of a die to grant two hits instead of one and/or the two side, which would normally be useless, to regain Dust, reroll a die or give a bonus to another character on her next roll or... well, you get the idea.
While this principle is less materially accessible than the first, it gives more choices to the player. Both in terms of character development and tactical options.

And the last principle builds upon the second:
Here dice are replaced by cards. Each player has a deck she can customize (through experience points, powers, implants, artifacts…) and instead of rolling dice you draw a number of cards equal to your pool, and play a number of cards equal to your skill. On these cards there would be hits to play of course but also, like the custom dice principle, many other options. Only cards can carry more game functions than what a die side could, paving the way for even more and richer player choices. Gameplay wise the mechanics also feel very different, a support power could have a fellow player draw more cards, or pick one in her discard pile for instance. Creating card combinations to build combinations is also something much more doable than with dice.
I would also add that cards are great to carry illustrations and can be quite beautiful beautiful props, at the cost of being even less accessible than the second principle.
As a side note, this is very subjective, the cards feel great in hand without mistaking the whole for a board game. But this is highly subjective and a potential issue on my radar, so if you guys have an input there I’m interested!



So among these principles, which one would feel the most fun and organic to you? Feel free to develop if you fancy the exercise, I would absolutely love to read your input!

Vote link: https://doodle.com/poll/9vahz5r89xbudgm7


Play safe everyone!


Aeyl

Updated 7 years ago.
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7 years ago
Sep 19, 2018, 2:06:09 PM

Cool to see the results! Sad that Lumeris didn't score very highly, but I think it's a great top five. Fairly familiar (UE, Vaulters, Horatio) but with enough spice thrown in to make it interesting. Looking forward to it, I'm already planning my UE character...


With the 3 systems, it's definately a pick between accessibility vs. complexity and uniqueness. 

Option one is accessible, but the other two are awesome (in concept)! I love legacy style games, and upgrading dice/cards sounds like a blast. It's also a great way to mess with upgrades to your character. Instead of having a boring +1 weapon, you could have one that does double damage on a 6, but explodes on a 1! or that does 1/2 damage on a 3, something like that. With equipment, augments, and Dust in the mix, there are a lot of ways to make unique and interesting upgrades to your character. Very excited!


Issue is the loss in accessibility. Beyond the higher barrier of entry for new players, it makes things very complex. You have to track all that. So a highly experinced character with multiple upgrades could get tricky fast. I'm getting rid of my old laser, so now I... wait, which dice do I get rid of? Or what stickers do I remove now? It will take some careful design to make sure that the system blances being intersting with being understandable.


This would also play into computerized roleplaying systems. I'm not sure how well they accomodate custom dice, or cards, if at all. I feel that options 2 and 3 are a little harder to do the traditional pen and paper way, you need to have the right dice or cards, otherwise your out of luck. You could make your own, but your going to need good note taking to keep track of it all. 


It's a hard choice, I'm interested to see what people pick! Regardless, I'm excited for the possibilities and I'm glad that this project is moving forward in such interesting ways. Looking forward to the future, keep up the awesome work Aeyl!

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7 years ago
Sep 20, 2018, 8:38:43 PM

That second design principle seems like it'd be more accessible/practical if instead of physically modifying the dice, your customization options just added new choices/outcomes/etc. on certain results, since that's essentially what you'd be doing anyway. Besides, people who don't have the stickers/paint/whatever are going to end up adapting that model anyway. The second option also leaves open the possibility of using variable sized dice as potential upgrades (or downgrades), but sticking to d6s maximizes accessibility. But please, for all that's holy, don't bloat the dice pool the way Shadowrun does because rolling 20+ d6s is only fun the first couple times.


Regarding the third idea, aside from just raising the barrier to entry by requiring players to either buy or make unique cards, it has some unique design pitfalls. Do you only use cards for combat? Social conflicts? Exploration? Do you have seperate decks for those situations, or do you have different types of cards all shuffled into a main deck? What do you do if you have no cards that appear to help?


Not saying the third option isn't doable, or that some kind of hybrid system wouldn't work (Gamma World 7e), it just strikes me as a lot more work to hash out when you're already trying to build everything else from the ground up.

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7 years ago
Sep 21, 2018, 8:30:06 PM

Hi guys!



First, thanks a lot for your replies!
Here is what I can tell you:

@dugintostew: Glad you like the top 5! I have some more good news, all the factions in the list will see the light (except the Riftborn probably… >.>), the Lumeris included!
Also, I completely agree with you on the progress tracking part. It is definitely something I must keep in mind as I design character progression!

@GenericOctopus: We are on the same page concerning pool bloating. So far the design takes me to 13ish dice in extreme situations. And I am happy to keep it that way : ) Even more so that counting hits takes time but adding side customization also adds to that, so I definitely need to keep the pool in this range if the second option is chosen. Maybe even a bit smaller even.
As for the cards, it actually is simple. There is one deck for all situations, with cards representing abstract (read game mechanic) results such as “hit”, “draw two cards”, “play a card from your discard pile” etc. of course it seems very gamy as it is still a prototype but the goal here, just like with the second principle option, is to represent the mastery your characters have over Dust, affecting subtly but widely the very fabric of reality. So it influences about every possible action the character could take. Beyond this, what I am trying to say is this is designed to be fully integrated to the narrative, and not just a random game design fancy : )
Well that is the intent anyway. As you said that is some work but, I beg you all, forget the amount of work that I would have to do into account when you chose the principle. I can handle what I proposed : )

@Both: On the accessibility part, aye it is definitely an important concern. Sometimes even the slightest of hold back can end having a major negative influence. Here though customizing dice is actually surprisingly easy, I did my first ones with some basic white out, and then some basic painting : )
It is still a little bit of crafting to do and, even if I know some actually and actively enjoy this, I really wonder if it could be felt as accessible enough.

@Everyone: Have an awesome week-end guys! : )



Aeyl

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7 years ago
Sep 27, 2018, 5:48:59 PM

The biggest reason I have for disliking the "custom dice" solution is that custom dice would be very hard to use on online services like Roll20. I do almost all of my RPGs over the internet, since that's where all my friends live. The "normal dice pool" option would definitely be the easiest and most accessible, but it's also not difficult to make a card system work online. Roll20, at least, has the option for me to make a custom deck out of card images I upload, which is what I did for the Planet Mercenary games I've run.

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7 years ago
Oct 3, 2018, 9:53:54 AM

Absolutely!
Being used to playing online a bit too, sometimes we roll our actual dice, just for the pleasure of it : )
But you are perfectly right here, a custom dice system would force online users to do just that. Not that we would need macros and stuff for this RPG but I understand that it can be frustrating.
I knew roll 20 allowed to use a deck but I had no idea you could customize the cards there, I have to check this out! Thanks for the tip! : )

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