Devlogs
Outlines and Notes
Posted October 26, 2020 by ValBrerund
#Outline #Notes #Systems
When I joined the Devtober jam with the idea of working on this game, I admit I underestimated what I'd signed myself up for. Even though I have been using plenty of these systems, and even been writing parts of them down, it's a very different process to try and work them into a way that makes sense and looks good too.
Especially in the idea of writing an RPG book!
But I have been figuring out what things I want to incorporate into it, whether it's things I've already made, things I want to make, or changes I feel would make it more fun for the people I play with. The problem is how to present those ideas as anything but the equivalent of a bunch of note cards and bullet points as I try to write out my ideas.
But I guess that's the point when you're just starting out. You don't have a whole product yet, you probably don't even have a prototype yet!
So...why not be a little messy to start with?
So I present to all of you, the outline and notes for the City of Falling Leaves Project!
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- d12 based system
- Zone Based combat
- Enemies and Traps designed around zone based combat, Area Control, and dramatic movement through each encounter
- Class system with interchangeable components
- A combination of Base Classes and Packages, a list of abilities you can add to your character as they advance.
- All classes have a Rest Die that determines their health as they level up, and forms a Rest Pool that they use to regain health and perform tasks.
- The ability to select class features as they level up, rather than a set progression
- Some features do require others in order to work
- Only advancing to level 10
- Short Rests that burn Rest Die to regain hit points based on their roll.
- A system of food for restoring Rest Die as well as giving elemental buffs, all shaped by the ingredients, spices, and methods for preparing them.
- Something piping hot or bitingly spicy relates to Fire Damage
- Food and drink that carry a punch with their aroma or flavor relate to Radiant and Shock damage
- Cool and watery ingredients or light and crisp flavors relate to Cold damage
- Meals and drinks with the taste of earthy minerals and herbs relate to Thunder damage
- End possibly acid, I'm entertaining the idea of just making thunder an aspect of earth
- Even the rarity of foods and drinks and poisons can give greater buffs or inflict greater damage
- A cooking system that allows players to harvest ingredients from plants and monsters
- Transform them into wonderful dishes
- Even transform a dish into something else entirely
- A Task system that spends Rest Die in order to craft items or build structures
- A system of structures and districts to allow the city to expand around the players
- Allows for customizing the city as it grows, whether by the players or the GM
- Creates a chain of developing structures, from the smallest of camps to the largest of city structures
- The players can take sessions to perform various jobs as the city grows
- Spending rest dice to help build new structures
- Clearing out traps or monsters
- Even healing or cooking for others
- A smaller, but more flexible set of spells
- Spells are capped off at 5th level
- Various effects can modify how these spells work
- Altering how certain types or specific spells function
- Gaining an extra effect by casting certain spells
- Items that can expend one spell in order to cast another
- Not having to prepare spells ahead of time and instead casting from your known spells
- Use of spell slots, much like D&D's sorcerer and warlock
- A small number of slots that recharges each rest
- A small number of slots and a pool of energy that restores at the end of the day
- Creature sizes run from Minor to Mid to Greater to Giant
- Minor and Mid sized creatures can only attack enemies in the same zone as themselves
- Weapons and Spells can bend and break these sorts of rules
- Greater creatures can attack enemies both in and next to their own zones
- They deal more damage to enemies in the same zone as them
- Giant creatures are so large they can be hit outside their own zone
- Neither creatures nor enemies can enter zones occupied by giant creatures
- Giant creatures can hit just as hard as greater creatures against zones that are next to theirs
- When a giant creature moves into a zone, it forces out anything that was already there and damages it
There's admittedly a lot to work on, and there's plenty that will probably change over the course of trying to wrangle this bundle of ideas into something more cohesive.