Design Goals v0.1
Wyrd Tales » Devlog
Design Goals
- GM
- Minimal preparation
- Tables / Wyrd Trees for generation on the fly
- Framework for conflicting ideas and player-less conflicts
- These two above are to try to reduce the GM focus/creative load on conflicts not involving player characters.
- GM threats increase over the course of a session and a campaign.
- Escalation / XP cards?
Escalation is tied to player's rewards. Players should want to escalate.
- Escalation / XP cards?
- Minimal preparation
- Character Creation
- Class-less / Race-less
- Players should have more agency in defining what matters to their character. Players should be able to decide what aspects of their character are the most important.
For example: If their character's culture and/or heritage are important they can choose to put more cards in their deck from their heritage. Conversely if a character's experiences and life story are more important they can choose to put more cards in their deck from their life events.
- Players should have more agency in defining what matters to their character. Players should be able to decide what aspects of their character are the most important.
- Characters should be very customizable and grow
- Special abilities
- Directly tied to who the character is, what they have done in the past or what they will do in the future.
- This could maybe be tied to: Professions? Upbringing? Ancestry? Deeds? Destinies?
- Special abilities have a cost to use and acquire that pushes the story forward
- Use costs:
Time?
Escalation / XP Cards - Acquire costs:
Roleplay?
Experience?
- Use costs:
- Directly tied to who the character is, what they have done in the past or what they will do in the future.
- Clear communication on what is available
- Class-less / Race-less
- Character Progression
- Similar to character creation to aid in understanding.
- Growth is done in both minor and major increments.
- As opposed to levels where characters gain a large amount of strength out of seemingly thin air
- Players are rewarded for escalating the tension of the story.
- Clear communication on what is available and how characters will progress
- Core Elements
- Character vs character conflicts with multiple possible outcomes.
- The only outcome of a conflict is not necessarily a violent one.
- Failure has an impact that drives the story forward.
- Cards should be released as sets, with all cards included, for settings or campaigns etc.
- No booster packs or random releases
- Character vs character conflicts with multiple possible outcomes.
*Formatting Note: italicized text is additional flavor or commentary on that goal.
Wyrd Tales
A card based TTRPG
Status | In development |
Category | Physical game |
Author | Plerps |
Genre | Adventure, Card Game, Interactive Fiction, Role Playing |
Tags | Character Customization, Fantasy, Space, space-fantasy, Story Rich, Tabletop role-playing game |
More posts
- Roadmap v0.1Jun 08, 2020
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