One of our Stetch Goals: RED AEGIS TACTICS
Red Aegis Tactics is a small tactical skirmish game that is designed for 2-6 players. Players construct an army using everything from axe-weilding barbarians, to spell-slinging archmages--from incredulous biker gang vagabonds, to futuristic space soldiers. This is truly the battle of all ages. Construct your army, deploy to the fields of battle, and defend the prestige of your legacy.
We've reached our funding goal, and now it's time for our first STRETCH GOAL. At $30,000, we'll add the Red Aegis Hacker's Guide to the Digital Boxed Set. The Hacker's Guide, written by full-time Paizo designer Stephen Radney-MacFarland, will include guidelines for incorporating RED AEGIS into your existing Pathfinder Roleplaying Game campaign. My deepest thanks and appreciation to those who have supported us thus far. -Matt James
We've reached our funding goal. Now it's time for our first STRETCH GOAL. At $30,000, we'll add the Red Aegis Hacker's Guide to the Digital Boxed Set. The Hacker's Guide, written by full-time Paizo designer Stephen Radney-MacFarland, will include guidelines for incorporating RED AEGIS into your existing Pathfinder game. http://www.kickstarter.com/projects/vorpalgames/red-aegis-roleplaying-game
Wolfgang Baur wrote:
Hey Wolf, it’s awesome to see you interested in this! Thanks for the question and comments. The dynastic nature of the game is what has us completely thrilled to be designing it. We have been working hard to polish up the nature of it as to not confuse anyone who reads about it. I can, however, give you some juicy details of what we’re molding into a codified system. One of our major motivations, with our gameplay experience, is to have hundreds, if not thousands, of years pass between each session. Your character in the new session will be a descendant of your past character, and will inherent characteristics of the applied dynasty. For example, if in the past, your ancestor slayed the great minotaur lord Kogulous, you would not only gain in-game story-based rewards for such a feat, you would also earn addition Prestige to use in the construction of your descendants in following sessions. Prestige is a value pool that is increased based upon the actions of your character. Some might view this as an alternate experience pool, and they wouldn’t necessarily be completely incorrect. That said, different players would earn at different rates, depending on their exploits in the campaign. In addition, we are implementing a dynamic system by which the storyteller/dungeon master/game master might change from session to session. What we’re calling the Arbiter will be a role that players will aspire to become, due to the increase in Prestige and other story-based rewards. This process is governed by an element of the game that revolves around the RED AEGIS itself. I don’t want to say too much more, as it might spoil that backstory before we have it codified and clearly defined. Another interesting aspect, as your descendants traverse the timeline, is that your characters will be defined not by equipment, but by their followers. Followers will have specific skill-sets and professions that will aid your character, and will help define them as their dynasty evolves. This is going to allow for an immense amount of customization, and it’s something I’m eager to show off once completed. We have contracted Stephen Radney-McFarland, and I expect he’ll be charging full-force to help us master the connection to an existing Midgard campaign that uses the Pathfinder RPG system. We are, as well, looking to add support for FATE, D&D (insert edition), and other systems. This, of course, depends upon our ability to raise the requisite funds. ShadowcatX wrote:
Correct. The hack guide is a bonus that comes with the $50 level. -Matt
Scott_UAT wrote: So it's not a Pathfinder setting but one of the stretch goals is PF compatible? Correct. We want to provide some strech goals that allow for supporters to play in the game of their choice if they're not desiring to play in ours. Also, at the macro level, people will be able to use our dynastic system in conjunction with (for example) PFRPG at the micro.
Jeremy Mac Donald wrote:
That works too, Jeremy. The underlying design principle here is that layers can provide a near limitless expansion of the game, instead of a rigid progression.
joela wrote: Some tips and tricks from Matt James, a designer for 4e. I can't remember if I put it in the article (I'm so tired right now and should be sleeping), but I wanted to paint a big neon sign around being persistent. The cliche 'If at first you don't succeed, try try again" really applies here. Besides, you will inherently improve. Oh, and don't forget to keep your queries somewhere. You might have some great ideas that could get lost. Just because they don't get snatched up right away, doesn't mean they won't later on.
Matthew Koelbl wrote:
Thanks! As one of the four designers of this project, I am pleased to see people getting excited about it. It will definitely be a more thorough product as far as detailed monsters/creatures go. As for its final media (boxed set or shrinkwrap), I have no clue. I'm hoping for a boxed set myself, but we'll have to wait I guess. |