I've decided to split Perilous Quest up into a series of starter packs, each based around a single class. This way I can concentrate all my powers upon a single class at a time, and I don't have to complete all of them before releasing the game. It also means that each starter pack can contain an adventure specifically tailored to each class. Once all the starter packs are out I plan to do some generic adventures which can be played by any class, and possibly some expansions which allow things like multi-classing, and creating your own quests.
Currently I am working on the first starter pack: Warrior's Quest which handles (surprisingly!) the warrior class. I've been coming up with skills which suit fighter-type characters, and I've got a fair list, but I'd like to add more so some really unique warriors can be created. I also have to create the weapons list and do some more art.
Things are starting to move a bit quicker now that I've divided the project up into starter packs, so watch this space like the proverbial hawk. I suspect the play testing rules will be ready fairly soon...
Showing posts with label Perilous Quest. Show all posts
Showing posts with label Perilous Quest. Show all posts
Tuesday, October 23, 2012
Tuesday, October 9, 2012
Perilous Quest cards
Here's a look at the prototype Perilous Quest card designs.
There are four card types - Monsters, Rooms, Events and Treassures. Since the rules are not really complete as yet, the designs will end up changing, but I wanted to get some sort of idea of how much information would fit on a card, and how clearly it could be read.
The first card there is a Monster Card. Like all monster cards, it's name bar is red. The icon next to this shows it's an Orc card. Some times you need to remove cards or only use certain cards, so the icon up at the top of each card is important. Down the left hand side the monster's stats are listed. At present, all of them are there, but I might change it so that only the important stats which will be involved in quests are listed. From top to bottom we have Strength, Toughness, Dexterity, Intelligence, Perception, Courage, Movement, Defence and hit Points. There are a lot of stats so the vertical layout seems the best way to cram them all in.
The main box lists the monster's behaviours.
The box below this has the monster's weapons or attacks. There are two spaces here, the top is always melee, the second is a ranged attack if available.
The Blue card is a room card. Again,it would have an icon indicating which set it belongs to, but this is just a test card so it's blank. The image shows what the room looks like, and how it faces. The four icons around it (Red for Monsters, Green for Events, Blue for Doors, Yellow for Treasures) match the card colours, and tell you how many of any given thing is present. There's an icon on the picture of the room tile which shows you where the monsters and treassures go, as well as arrows for the doors. The arrow pointing up is the entrance, The arrow at the top, pointing away from the tile is the exit. The blue door icon says there are two doors - this number always includes the way in! Both door and Treasure icons have little locks over them meaning the door and the treassure chest are both locked. There's also a space for rules, but this room doesn't do anything fancy.
The Event card has a green name bar to match the event icon. Event cards basically just have a big space for the rules. The treassure card is basically the same, but yellow. Both card types will need a bit of tweaking - events will need a space for XP earned by over coming the event (if appropriate - disarming a trap for example) and treasure cards need a sale value so you can sell them for filthy lucre.
I have been playing with a set of Orc monster cards, and a set of Forest room cards to go with the starter adventure I am planning, but the game still needs a lot of work - skill lists mostly.
There are four card types - Monsters, Rooms, Events and Treassures. Since the rules are not really complete as yet, the designs will end up changing, but I wanted to get some sort of idea of how much information would fit on a card, and how clearly it could be read.
The first card there is a Monster Card. Like all monster cards, it's name bar is red. The icon next to this shows it's an Orc card. Some times you need to remove cards or only use certain cards, so the icon up at the top of each card is important. Down the left hand side the monster's stats are listed. At present, all of them are there, but I might change it so that only the important stats which will be involved in quests are listed. From top to bottom we have Strength, Toughness, Dexterity, Intelligence, Perception, Courage, Movement, Defence and hit Points. There are a lot of stats so the vertical layout seems the best way to cram them all in.
The main box lists the monster's behaviours.
The box below this has the monster's weapons or attacks. There are two spaces here, the top is always melee, the second is a ranged attack if available.
The Blue card is a room card. Again,it would have an icon indicating which set it belongs to, but this is just a test card so it's blank. The image shows what the room looks like, and how it faces. The four icons around it (Red for Monsters, Green for Events, Blue for Doors, Yellow for Treasures) match the card colours, and tell you how many of any given thing is present. There's an icon on the picture of the room tile which shows you where the monsters and treassures go, as well as arrows for the doors. The arrow pointing up is the entrance, The arrow at the top, pointing away from the tile is the exit. The blue door icon says there are two doors - this number always includes the way in! Both door and Treasure icons have little locks over them meaning the door and the treassure chest are both locked. There's also a space for rules, but this room doesn't do anything fancy.
The Event card has a green name bar to match the event icon. Event cards basically just have a big space for the rules. The treassure card is basically the same, but yellow. Both card types will need a bit of tweaking - events will need a space for XP earned by over coming the event (if appropriate - disarming a trap for example) and treasure cards need a sale value so you can sell them for filthy lucre.
I have been playing with a set of Orc monster cards, and a set of Forest room cards to go with the starter adventure I am planning, but the game still needs a lot of work - skill lists mostly.
Monday, October 1, 2012
PERILOUS QUEST
Perilous Quest is my current project. It's a solo play dungeon crawl RPG.
It occurred to me that a lot of mythological heroes did their questing alone, not in groups like most RPGs support. So I took a leaf from Castle Ravenloft's book and started playing with the idea of a sort of 'artificial intelligence' system to run the bad guys. It's pretty easy to run the dungeon itself using cards to determine the rooms encountered (much as Warhammer Quest did back in the day) treassures accumulated and the enemies met.
I have been tinkering with the rule system for a while. Basically the core mechanic is this: each skill is associated with one of the character's stats. When you use the skill, you roll a number of D6s equal to the stat and try to roll over a particular score. You can earn bonuses to this roll by taking more ranks in a skill.
I plan to use my existing series of Fantasy Tiles to play the game - obviously I'll need to develop cards for the rooms. I'm also going to use the existing paper craft figures I've been designing for a few years for the various heroes and villains. I'll be doing up some new rooms and new figures as well. The intention is to get the system working and release a 'core game' which will then be supplemented by a range of adventure packs. The Core Game will include a starting adventure - The Underpants of the Orc Lord (no really) and it's easy to randomly create adventures as well.
I'm pretty excited about this one, but there's a lot of work involved so it'll be a while before you see much of it.
It occurred to me that a lot of mythological heroes did their questing alone, not in groups like most RPGs support. So I took a leaf from Castle Ravenloft's book and started playing with the idea of a sort of 'artificial intelligence' system to run the bad guys. It's pretty easy to run the dungeon itself using cards to determine the rooms encountered (much as Warhammer Quest did back in the day) treassures accumulated and the enemies met.
I have been tinkering with the rule system for a while. Basically the core mechanic is this: each skill is associated with one of the character's stats. When you use the skill, you roll a number of D6s equal to the stat and try to roll over a particular score. You can earn bonuses to this roll by taking more ranks in a skill.
I plan to use my existing series of Fantasy Tiles to play the game - obviously I'll need to develop cards for the rooms. I'm also going to use the existing paper craft figures I've been designing for a few years for the various heroes and villains. I'll be doing up some new rooms and new figures as well. The intention is to get the system working and release a 'core game' which will then be supplemented by a range of adventure packs. The Core Game will include a starting adventure - The Underpants of the Orc Lord (no really) and it's easy to randomly create adventures as well.
I'm pretty excited about this one, but there's a lot of work involved so it'll be a while before you see much of it.
Subscribe to:
Posts (Atom)
