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Warriors of Eternity

DevLog 2 – Five Design Goals

Design Goal 1: Familiar d20 resolution mechanics.

Warriors of Eternity utilizes familiar polyhedral dice resolution mechanisms.  When Players need to resolve an action, they will roll a d20 and try to beat or exceed a target number, often a Difficulty Class (DC), an Armor Class (AC), or a Save.

Design Goal 2: Team Building.

Warriors of Eternity utilizes 5 of the familiar 6 Ability Scores: Strength, Dexterity, Constitution, Intelligence, and Wisdom.  Instead of Charisma, PCs get an Ability Score called Aptitude.  Aptitude measures a PCs skill with technology.

There are no Charisma rolls in Warriors of Eternity.

In place of a random binary for social encounters, Warriors of Eternity offers the Bond System.  Players will build Bond with their teammates, including other PCs and GMPCs.  The Bond shared between characters is measured with Bond Points.  Bond Points are currency.  They do not refresh once spent.

You earn Bond Points by acquiring Prompts through emergent interactions at the table.

Prompts are simple statements such as “Reveal a Truth about your PC,” “Reveal a Truth about the World, “Share Food,” and “Learn Song.”

To acquire a Prompt, a Player must do a bit of role play with the GM or one of the other Players.  The Players should work together to explore the Prompt that is being acquired.

You can spend Bond in a number of ways that we will talk about in a different writing, but the goal here is to spend Bond to Level Up.  We will need to iterate the numbers & attempt to keep the economy limited in scale.

As each Player increases Bond in the Team, they increase their own Power and can unlock new Powers.

Design Goal 3: THE POWER

Warriors of Eternity uses the word “Power” whenever practical, even if unnecessary.

Design Goal 4: Goldilocks Heroes

Player Characters start at level 1 and retire after level 10.  The goal here is to simulate the “Goldilocks Level Zone” from beginning of play through the end.  A level 1 Warriors of Eternity PC is much more capable than level 1 PCs in other systems.  Conversely, A level 10 PC will approach a more traditional level 11 or 12, depending on the magic system (which I will write about in its own post).

Design Goal 5: Now You’re Playing with Power

Every Warriors of Eternity PC has a base number of Power Points equal to their level.

PCs spend Power Points to fuel Powers, including special moves, spells, and gadgetry.

PCs’ Power Points refresh with a rest and a scene.

PCs can convert Bond Points to Power Points on a 1-1 ratio.  Equipment and items can also be used to increase a PC’s Power Point total.

Power is what fuels the Hero Team’s fight against the dark forces of Evil.

 

 

Categories
Warriors of Eternity

DevLog 1 – What is this?

Warriors of Eternity is a Table Top Role-Playing Game set in a world of Power, Magic, & Technology.  Warriors of Eternity is inspired by your favorite old-school action fantasy cartoons.  The Realm of Eternity is defined by the Power of Eternity, which is accessible to Player Characters through spells, gadgets, and swords forged in magic.

A major design goal for Warriors of Eternity is to pair a light and modular D20 rules framework to exciting new mechanisms for social interactions and team building.  The desired result of the game design is to create a game that will feel familiar to players of the world’s most popular table top role-playing game, while being easier to teach, and satisfying for those who are looking for mechanisms that guide friendships, alliances, and rivalries within the game world.

The Warriors of Eternity vision includes a synergy of rules that allow for smashing bad guys and building relationships, all while being evocative of a fantastic setting of advanced science and incredible magic.

As creator and lead designer of Warriors of Eternity, I will be utilizing this blog to explore the design spaces at the core of the vision for Eternity.  In forthcoming Eternity DevLog posts, I will explore the evolution of the d20 rules systems utilized in the game’s creation, as well as the various goals and ideals behind the development of the game.  As we move further along in the design and iteration of the game, these Eternity DevLog posts will highlight things we have learned through playtesting, iteration, and re-design.

It is my hope that over the course of the next 15 months or so, we will see this game evolve from the #HeManHack where it started into a fun, playable, accessible gaming system that will satisfy the desires of gamers of varying philosophies and interests.

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Warriors of Eternity

Lore 5 – Power Heart Gargants

The Great Canyons are the home to monsters terrible and strange, including roper fiends; fire lizards; floating hungers; and the great and mysterious Power Heart Gargants.

The Power Heart Gargants are inconceivably enormous creatures with great, mountainous turtle shells upon their backs. Each Gargant is unique in appearance, sharing the similarity of only their ridiculous size and the thick, natural armor of their rock-like shells. The Power Heart Gargants are extremely territorial and attack all smaller creatures that wander into their habitats. The Power Heart Gargants are also semi-migratory. A Gargant will often find itself roaming the chasms looking for a new home. Sometimes these migratory Gargants will wander close to the southern edges of the chasms, where the Queensguard has established a post in defense of the Elder Brain.

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Essays

SwordDream

#SwordDream

The immediate and visceral reaction to the two words placed together and joined via hashtag was euphoric. I had no idea what it was, what it meant, whether or not it was something I could attain, but I knew that I loved #SwordDream.

So what is SwordDream? Well, as a matter of function, it is a hashtag that sprang forth in response to a desire to describe a community of creators making table top role playing games with old school aesthetic and design. Specifically, the hashtag was made manifest by creators who were uncomfortable gathering under the banner of the OSR. To these creators, myself included, the work being done was aesthetically similar to, or philosophically inspired by, the games and systems traditionally labeled OSR, but always with a caveat… not *THAT* OSR.

There was an obvious problem with the identity of the OSR community. There was a need to separate the DIY aesthetics, the rules-light modular design approach, and the emergent narrative structure from a community beset by gatekeepers, bigots, trolls, and abusers. The goal of SwordDream, as far as I could tell, was to prune out the disease in order to allow a more healthy community of creators to grow.

A set of core principles were fashioned and refined by members of the movement. The Principles are set forth below in the version most current as of this blog post.

Of note, the SwordDream may not be a SwordDream to everyone (others may have a FireDream, a SpaceDream, a SnailDream, or an EggDream), thus the “splat” character is often utilized as a placeholder in these discussions & *DREAM is the term utilized in the guiding principles of the community.

THE NINE PRINCIPLES OF *DREAM

1. *DREAM stands against hate & prejudice in all forms. We seek to actively oppose bigotry & harassment in gaming communities. We create kind spaces.

2. *DREAM works to be radically inclusive. We seek support and encourage creators, GMs, Players, and organizers from marginalized groups. And we seek to get better at this all the time.

3. *DREAM encourages the use of sensible tools for communication and consent.

4. *DREAM opposes harassment and strives for non-toxic discourse. We value best intentions, we call in before calling out, and we start discussions before we make accusations. We seek to empower everyone to curate their spaces.

5. *DREAM values creators & their work. We support equitable pay for professional creators and fair treatment for hobbyists.

6. *DREAM values a DIY approach to creation. We question gatekeeping, we take alternative approaches when traditional publishing models fail, and we believe anyone can make great games.

7. *DREAM values experimentation in game design & world-building.

8. *DREAM isn’t defined by, but is interested in: anti-canons, emergent story, generative worlds, kitbashing, non-violent play options, and more. And it is fine if some of these things contradict each other.

9. There is no one *DREAM. Anyone who commits to these principles is *DREAMing.

SwordDream is exciting. The energy it brings with it is one of hope. It is an energy of creation. It is an energy of acceptance and of love and of support. It allows for disagreement. It allows for variation. It allows for experimentation and failure and success and the entire big, messy, unknowable process of creation. It facilitates kindness, empathy, imagination, and wonder.

The SwordDream is real. It has energized a group of creators and a community is beginning to emerge. Games are being created. The DreamJam is on the horizon (over on itch.io). I cannot wait to see where this Dream takes us all!