Sean K Reynolds is Kickstarting the Five Moons RPG


Other RPGs

1 to 50 of 114 << first < prev | 1 | 2 | 3 | next > last >>

1 person marked this as a favorite.

I'll just leave this here, in case anyone is interested. As it says in the title, Sean K Reynolds is kickstarting Five Moons, an RPG designed by him.

From the Kickstarter page:

The goals for this game are:

* Create a book that's easy to read, understand, play, and reference, like the Pathfinder RPG Beginner Box (a product I wrote and am very proud of).

* Make characters less dependent upon their gear to survive and succeed.

* Elevate martial characters to have parity with spellcasters, but still maintain fun and distinct flavor for each class.

* Reward roleplaying, teamwork, adventuring, and social interaction instead of focusing on damage output in combat.

* Create a longer play experience in the leveling "sweet spot" (the D&D/PFRPG equivalent of level 6 to level 12).

* Allow characters to level more frequently so they don't remain exactly the same for many game sessions.

* Simplify scaling monster encounters against various character levels.

* Allow for pseudo-medieval fantasy without "realism" hindering characters.

I've heard many, many good comments about SKR as a game designer (including a thread in the Pathfinder Compatible category), and this looks like it could be a decent take on a familiar topic. Anyone else interested?


Yes. Looked over the Kickstarter page and it sounds interesting. Have to massage the budget and figure out what level I want in at :)

Contributor

3 people marked this as a favorite.

Thanks for starting this thread! :)

The kickstarter is live now and ends Tuesday, Oct 28.

The hub for information about the game and the design concepts behind it is the Five Moons RPG blog.

Readerbreeder has already quoted the goals; I already have some blogs in place talking about these ideas:

* Extraordinary abilities and martial characters: Getting rid of the idea that "nonmagical = limited to what's possible on Earth"

* A different take on wands: Abandoning the 3E spell-in-a-wand concept, which allows casters to sideline skill-based classes with skill-replacing spells

* Learning spells vs. learning fighting styles: Spellcasters easily learn new spells that allow them to change their "build" every day just by changing their selection of spells, so martial characters should be able to do the same thing with fighting styles, otherwise martial characters are locked into becoming increasingly specialized, compared to casters who become increasingly versatile

* The leveling "sweet spot": Refocusing the core of the play experience to the level range where the game math doesn't break down and casters aren't able to break the world

* Crossbows and not-Earth physics: In a world where dragons fly, giants have humanlike proportions, and lion-sized insects are able to breathe (all of which are nonmagical, but impossible according to Earth physics), we don't have to stick to an Earth-realistic paradigm for other things like how fast you can reload a crossbow or how far a high-level fighter should be able to jump

* Retraining and Reshaping: Making convenient access to retraining/rebuilding a character a core part of the game so martial characters can correct for poor skill and feat choices (as compared to spellcasters, who easily learn new spells but aren't required to keep preparing spells they realize are "bad")

* Stone giant preview: An example of how to rework a monster stat block so the information is easier to find and not cluttered with extra stuff you don't need in the middle of a hectic combat

-----

I have a background in teacher education, and part of my studies was learning how to present information in a clear and simple way. If you like how the rules in the Beginner Box are written, then you've already seen how I'd rewrite the rules text to be simpler, clearer, and easier to learn--and you should consider backing Five Moons RPG.
If, in addition to that, you're also interested in the game ideas listed above (which are my fixes to some well-known problems) that's another reason to back this game kickstarter.

Thanks in advance for your support! :)

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Good luck Sean!


Good luck indeed! Color me intrigued as well...


Already backed. It looks like it's going to address many things important to me.

Just curious, I noticed that in the art of the setting the islands are floating in a sea of stars. So if a person falls through do they fall forever or just end up floating about?

The Exchange

You already had me at "alien shapechanging dragons," but this thing in particular stood out to me:

Sean K Reynolds wrote:

I have a background in teacher education, and part of my studies was learning how to present information in a clear and simple way. If you like how the rules in the Beginner Box are written, then you've already seen how I'd rewrite the rules text to be simpler, clearer, and easier to learn--and you should consider backing Five Moons RPG.

As someone with a background in education too, I love this. For the longest time I've been toying around with the idea of an RPG that teaches itself, because the RPG hobby relies a bit too much on the idea of learning to play through being taught to play by those already in the know. I'm interested in seeing what you do with this game. (Slightly tangentially, I've heard it said that the Red Box edition of B/X pretty much taught to play it through gameplay, having a Choose Your Own Adventure style dungeon in there.)

Having said that, while the specific mechanical elements you've posted about speak to me as a player (I'm one of those guys who's all "Screw realism, let the fight-man do something interesting!"), I have to ask: what sets the game apart as far as setting goes (other than the "alien shapechanging dragons" bit, which I love)? Truth be told, while I'm interested in this project, I already have quite a number of RPGs on my shelf for "fantasy game where elves, dwarves, and wizards break into a dragon's house and steal his stuff," and as much as I'd like to throw money at this project my RPG budget is quite limited at the moment. What's the big selling point of the Five Moons setting?


Backed.


Backed.
I love it!

Liberty's Edge

1 person marked this as a favorite.
Sean K Reynolds wrote:

Thanks for starting this thread! :)

The kickstarter is live now and ends Tuesday, Oct 28.

The hub for information about the game and the design concepts behind it is the Five Moons RPG blog.

Readerbreeder has already quoted the goals; I already have some blogs in place talking about these ideas:

* Extraordinary abilities and martial characters: Getting rid of the idea that "nonmagical = limited to what's possible on Earth"

* A different take on wands: Abandoning the 3E spell-in-a-wand concept, which allows casters to sideline skill-based classes with skill-replacing spells

* Learning spells vs. learning fighting styles: Spellcasters easily learn new spells that allow them to change their "build" every day just by changing their selection of spells, so martial characters should be able to do the same thing with fighting styles, otherwise martial characters are locked into becoming increasingly specialized, compared to casters who become increasingly versatile

* The leveling "sweet spot": Refocusing the core of the play experience to the level range where the game math doesn't break down and casters aren't able to break the world

* Crossbows and not-Earth physics: In a world where dragons fly, giants have humanlike proportions, and lion-sized insects are able to breathe (all of which are nonmagical, but impossible according to Earth physics), we don't have to stick to an Earth-realistic paradigm for other things...

There is some fantastic stuff in those blog posts! Really thought provoking and interesting ...

Contributor

1 person marked this as a favorite.
Ragnarok Aeon wrote:

Already backed. It looks like it's going to address many things important to me.

Just curious, I noticed that in the art of the setting the islands are floating in a sea of stars. So if a person falls through do they fall forever or just end up floating about?

Technically that is an in-world artist's interpretation of the cosmology, so it's not 100% accurate. However, it is essentially a flat "world" of water and islands floating on a "sea" of ether, and what's beyond that is ambiguous. :)

Ratpick wrote:

You already had me at "alien shapechanging dragons," but this thing in particular stood out to me:

Having said that, while the specific mechanical elements you've posted about speak to me as a player (I'm one of those guys who's all "Screw realism, let the fight-man do something interesting!"), I have to ask: what sets the game apart as far as setting goes (other than the "alien shapechanging dragons" bit, which I love)? Truth be told, while I'm interested in this project, I already have quite a number of RPGs on my shelf for "fantasy game where elves, dwarves, and wizards break into a dragon's house and steal his stuff," and as much as I'd like to throw money at this project my RPG budget is quite limited at the moment. What's the big selling point of the Five Moons setting?

I'll be doing a long "here's what's up with the setting" blog post in the new few days. So far it's only been seen by myself, my wife Jodi, main artist Gerald Lee, and a handful of authors I want writing about this setting. Let's just say it takes all of the mechanical ideas I've been blogging about (not-Earth physics, shapers, questions of race and what it is to be human, and so on) and tying them together.


COOOOOOOOOOOOOOOOOL

I like the little blurb I saw on the stone giant entry. Plain language, not much to decipher. Interesting stuff.

Dark Archive

Got a bit upset after reading about the crossbows. Now I like the idea that not all weapons are the same. I know that for balance reasons, treating them the same is the easiest fix. I just think that having weapons act differently opens up more tactics. I like it when my crossbow fighter can do things that a longbow fighter can't. (and vice versa)

Ofcourse, then there is this. Yes, shooting five or six arrows per round is breaking the laws of physics. At most, you could shoot 1.2 per round. (And that's without needing to aim. Add in the stress of battle and you would come out even lower.) Arguing that a longbow can shoot 5 arrows per round and a crossbow can't is ridiculous.

My favorite solution is from Trailblazer, where you get 2 attacks per round at BAB+6 with a -2 penalty on both. At level 11 and 16 this penalty diminishes by 1. You get less attacks, but at greater accuracy. It also helps to speed up combat.

But to get to the point, I pledged $23. Go Sean!

Contributor

the David wrote:
Got a bit upset after reading about the crossbows. Now I like the idea that not all weapons are the same. I know that for balance reasons, treating them the same is the easiest fix. I just think that having weapons act differently opens up more tactics. I like it when my crossbow fighter can do things that a longbow fighter can't. (and vice versa)

There's no reason there can't be specific martial abilities (let's call them "feats") that work only with crossbows or only with bows. :)

It's just that it sucks if crossbows as an entire category of weapons are worse than bows (which are otherwise in the same "2H ranged weapon" category).

New blog post this morning about throwing out Vancian magic. :)

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

That's a delicious burger.


Hm.

Boosts are the new MP? I guess I'll have to read more, as I am leery of any MP based systems due to my own bad experiences.


MP? Not sure I'd compare it to that...

When I was reading boosts sounded familiar, like really familiar, but couldn't place it at first. When I looked through some of the material I was prepping for another campaign I realized they have boosts, very close to the same idea, in the words of power system that came with ultimate magic I think. Optional, mind you, and not sure how much it got used but the theory was solid and interesting.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Monte Cook had a similar idea with his Book of Experimental Might, and I'm pretty sure Iron Heroes had another take.

Really, it's just another ki pool/grit/arcane pool/panache/whatever system of points you want to reference.


Quote:

Boost

Level 0

This meta word allows an effect or target word to use its boosted description. Some boosted descriptions increase the level of the effect word or target word, and can only be used if the wordspell is of a high enough level to accommodate the new level. If a word has more than one boosted description, the caster can choose which to use (but never more than one per word). This meta word can be applied to a spell multiple times—once to the target word and once for each effect word.

Except it has the same name and is limited in how much you can do it each day too. I was actually curious if that was mere coincidence or if he helped design that section or not.

Contributor

Coincidence. Jason wrote the WOP system.

I was considering calling them "surges," but using "boost" as a verb sounds better than using "surge" as a verb, as in "I boost my magic missile spell" vs. "I surge my magic missile spell." Plus, there'd be some confusion wrt mythic's surges.

In any case, it's a placeholder for now because the game isn't finished yet. :)

Silver Crusade

One thing I haven't seen stated (in so many words), so I'm asking:

Is this is a d20 variant, drawing on at least some material under the OGL?


As I posted in the Stone Giant PDF comments section, I'm liking this, and definitely supporting all the design goals. Looking forward to this:

FMPRG Update #5 wrote:
Later this week I'm posting a video showing a Five Moons game in play and a PDF with basic rules for 1st-level characters.

[Emphasis mine]Can't wait to see the class chassis/skeletons and how modular they are.

@Sean - are the Mummy and Skeleton Champion intended to be playable as PCs in the setting? Obviously I can rule how I like in my home game, just wondering about the Five Moons world…and I love me some undead players*.

*Working on my Skeleton player race PDF now….

Contributor

Finn Kveldulfr wrote:

One thing I haven't seen stated (in so many words), so I'm asking:

Is this is a d20 variant, drawing on at least some material under the OGL?

There are similarities to the d20 system, but it's it's own thing. I'd like it if GMs were able to convert one to the other without too much trouble.

OSW: The default setting won't really be about undead PCs, but I think it's something the system could handle. (Later this week I'll be posting the "undead evolution cycle," which is how a wraith becomes a skeleton becomes a zombie becomes a ghoul becomes a vampire...).


Design principles seem to follow modern tendencies with regard to unified class model (all classes use the same mechanics, with some f/x thrown in to preserve basic class differences). Blog posts appear to indicate that Sean attempts to shed specific subsystems.

Hard to tell anything yet, it feels like Arcana Evolved and 4E romancing each other with neither wanting to fully commit due to powerful shadowy influence of family patriarch (PFRPG).

Tentatively interested. Needs more passion and wonder to make me back it up.

Regards,
Ruemere


@Sean: Glad to hear the system can handle undead PCs.

Yep, I use a very similar evolution cycle, though it can be paused/ignored if the undead in question wishes to evolve (improve) the current form rather than move onto another (not "next") stage...

More and more interested!!!


1 person marked this as a favorite.

Forgot to add in this thread: loving the art style!!!


ruemere wrote:

Design principles seem to follow modern tendencies with regard to unified class model (all classes use the same mechanics, with some f/x thrown in to preserve basic class differences). Blog posts appear to indicate that Sean attempts to shed specific subsystems.

Hard to tell anything yet, it feels like Arcana Evolved and 4E romancing each other with neither wanting to fully commit due to powerful shadowy influence of family patriarch (PFRPG).

Tentatively interested. Needs more passion and wonder to make me back it up.

Regards,
Ruemere

An interesting summation, and I agree up to a point, but it doesn't turn me off.

Personally, I'm glad to see structure kept for "classes" and a certain closeness kept to DnD/3.5/4e - I'm not fond of completely new mechanics all the time for everything. Boosts look like a nice resource option for limited power increase, and characters having at-will options (kinda like 4e from my limited experience of 4e and total lack of FMRPG experience) is something I think can increase "narrative power".

Dispensing with "realism" (crossbows!!!) is also something I like - personally my only hurdle with Gunslingers is having to track and pay for ammunition. I'd rather play them as
a Warlock...

As for passion, I guess that is a personal thing. I have seen Sean on the messageboards, argued with him a few times - he is obviously very engaged with the philosophy of game design, and FMRPG seems to be his passionate attempt to address things he feels could be made...different. How different it is or needs to be is up to each person to determine.


Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, Starfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

There's pretty much nothing I haven't liked about what I've read so far. Sounds great, Sean. :)

Definitely agree about the art, Oceanshieldwolf!


TriOmegaZero wrote:

Monte Cook had a similar idea with his Book of Experimental Might, and I'm pretty sure Iron Heroes had another take.

Really, it's just another ki pool/grit/arcane pool/panache/whatever system of points you want to reference.

Yeah. I'm not a fan. I have played with exactly one person over the years who didn't try to break that particular sub system.

Publisher, Forest Guardian Press

@Sean - I forgot my most important question regarding FMRPG - what if anything are you considering going forward for the system? I know the KS is not as yet funded, and further stretch goals might be forthcoming, just wondering how you are approaching the game as a publisher and freelance designer.

After the Kickstarter, will there be lots of support for the game - future supplements - Bestiaries/adventures etc?

The possibility of Third Party Publisher support? I'm quite interested in this as a publisher…

I guess I'm wondering if this is a one-off or if you are committed to ongoing support for the system...

Contributor

Morgan Boehringer wrote:

@Sean - I forgot my most important question regarding FMRPG - what if anything are you considering going forward for the system? I know the KS is not as yet funded, and further stretch goals might be forthcoming, just wondering how you are approaching the game as a publisher and freelance designer.

After the Kickstarter, will there be lots of support for the game - future supplements - Bestiaries/adventures etc?

For 2015-2016 I currently have plans for 3 32-page adventures, two setting-neutral sourcebooks, and two setting sourcebooks.

Morgan Boehringer wrote:
The possibility of Third Party Publisher support? I'm quite interested in this as a publisher…

Definitely. We are looking to find a middle ground between Paizo's Compatibility License and Monte Cook Games' Numenera Limited License.

Morgan Boehringer wrote:
I guess I'm wondering if this is a one-off or if you are committed to ongoing support for the system...

Definitely NOT a one-off. :)


I dunno how much you can let slip here, Sean, but it will be interesting to see how you keep the classes and their powers unique and cool, so it doesn't feel like you're playing the same class, jsut re-skinned.

Just the promise of this attempt at "balance" got me to back this project.

Publisher, Forest Guardian Press

@Sean - very good to know - thanks for your answers... I'll be backing this. Not sure how high I can go...

Grand Lodge RPG Superstar 2012 Top 32

1 person marked this as a favorite.

Dot.

EDIT: Hrm... I like it, but I was already working on a similar project of my own, so that's a little frustrating. :( But looking over some of the blog posts, it does look like we went in different enough directions on some things that mine's still worth doing, so there's that. Best of luck, Sean! It looks pretty good so far, and I'll probably end up playing it at some point. :)


Sean K Reynolds wrote:
Definitely. We are looking to find a middle ground between Paizo's Compatibility License and Monte Cook Games' Numenera Limited License.

For someone that isn't knowledgeable on the intricacies of either, could you elaborate or summarize what this means a bit please?


Aleron wrote:
Sean K Reynolds wrote:
Definitely. We are looking to find a middle ground between Paizo's Compatibility License and Monte Cook Games' Numenera Limited License.
For someone that isn't knowledgeable on the intricacies of either, could you elaborate or summarize what this means a bit please?

Paizo's License is fairly open - as long as you comply with the terms of what you are and are not allowed to use, and send a copy of the product to Paizo, you can just use it and are covered until such time as Paizo revoke it.

The Numenera License isn't. You have to send in a registration and wait for acceptance (there's also a fee if you are accepted) before releasing anything. You may possibly be told "sorry, we don't want you making products for our game." Plus, it only covers a total revenue of $2000 (any more and you have to negotiate your own license) and does not allow crowdfunded (e.g. using Kickstarter) products. It means they have a degree of quality control over who is and isn't allowed to release material, and will possibly want some more money off you if you start making serious $.


Very interesting. I'm reading the various blog posts, and keep on coming across ideas that have similarities to some of my favorite Rogue Genius Games. Guess Owen had the right idea after all :)


1 person marked this as a favorite.
Oceanshieldwolf wrote:
ruemere wrote:

Design principles seem to follow modern tendencies with regard to unified class model (all classes use the same mechanics, with some f/x thrown in to preserve basic class differences). Blog posts appear to indicate that Sean attempts to shed specific subsystems.

Hard to tell anything yet, it feels like Arcana Evolved and 4E romancing each other with neither wanting to fully commit due to powerful shadowy influence of family patriarch (PFRPG).

Tentatively interested. Needs more passion and wonder to make me back it up.

Regards,
Ruemere

An interesting summation, and I agree up to a point, but it doesn't turn me off.

Personally, I'm glad to see structure kept for "classes" and a certain closeness kept to DnD/3.5/4e - I'm not fond of completely new mechanics all the time for everything. Boosts look like a nice resource option for limited power increase, and characters having at-will options (kinda like 4e from my limited experience of 4e and total lack of FMRPG experience) is something I think can increase "narrative power".

Dispensing with "realism" (crossbows!!!) is also something I like - personally my only hurdle with Gunslingers is having to track and pay for ammunition. I'd rather play them as
a Warlock...

As for passion, I guess that is a personal thing. I have seen Sean on the messageboards, argued with him a few times - he is obviously very engaged with the philosophy of game design, and FMRPG seems to be his passionate attempt to address things he feels could be made...different. How different it is or needs to be is up to each person to determine.

I'm not turned off either, merely not interested enough to commit.

Please allow me to elaborate a bit on the reasoning behind my opinion:

1. Sean is trying to get into very tightly packed market. Moreover, the presentation of the system makes it look like it is going to be really close to its esteemed predecessors. And so I look at his blog entries and measure them against his ideas:
- readied abilities? - work like a charm, already implemented in Arcana Evolved and 5E.
- simplified monster statblocks - 4E, Trailblazer, 5E, Swords and Wizardry
- retraining for all classes - PFRPG
- wands? - marginal issue, not really worth a blog entry

2. Stuff mentioned, but not revealed yet:
- Power moved from items to characters - already done by 13th Age, Fate, Dungeon World - I would really like to see Sean's take on this. This is something that really changes the way you play the game.

3. Important but not addressed so far:
- Magic has the answer to everything, Skills and Martials don't - Does Sean intend to tackle this issue or not?
- Compatibility - Does Sean plan to implement some level of compatibility or not?
- World changing magic - Fly, Teleport, Scry, Invisibility, Maze, Dimensional X (where X - most spells with Dimensional in their name), Magic items, Wish, Antimagic (I know, I read about this one), Curses, Magic Healing, Magic that Creates Items, Magic that Summons - This is Pandora box of Magic legacy - Are these items going to be replaced (see Arcana Evolved), tamed (see Eberron, Zeitgeist), removed (4E, 13th Age) or ?
- Full-attack actions and Multiaction rounds - disparity (and time-wasting) present when a character does long, tedious and boring things (iterative attacks) vs. moments of ownage (timestop, or just move/spell/quickened spell with a sugar effect on a top) - are we going to see something to that compares to 4E, Fate, Dungeon World or 13th Age?
- Prep time - the moment a GM realizes that he or she are going to spend days to put together an adventure to be played over the course of one session. - Seriously, this is something important for those of us, who have jobs, lives and are not retired yet :)

Honorable mentions:
- crafting
- ability, traits, saves, DCs and scaling
- multiclassing

4. Altogether new toys:
- Narrative power in hands of PCs - Numenera, Fate, 13th Age - Ability to introduce new narrative powers into the game.
- New setting - Islands floating a sea of ether is nice, so how about some tips how w can go straight to the story? Remember Oldenhaller Contract from WFRP? And to make myself absolutely clear - I don't want 40 gods, 20 cities and elaborate maps. I would like to see conflict, corrupted NPCs, real and present dangers. For tips, check Numenera, the Strange, 13th Age and of course, the grand daddy of this approach, WFRP 1st edition.
- How long does it take to make a new character?

NOTE: I would like to emphasize that I expect Sean NOT to tackle all of these or most of these. These example only serve to point out why, with Five Moons looking dangerously similar to its predecessors, Sean's work seems very daunting (leaving me somewhat undecided).

I have had the privilege of reading Trailblazer, a most interesting take on d20 weaknesses (Keith Gersen's stuff also comes to my mind), but despite good stuff, it lost me when it made me add even more work to prep time. I have scavenged some of it, but I was not able to fully benefit.

5. The good stuff that makes me want to buy into Kickstarter so far:
- the art. It's very original.
- the prose. Sean knows how to put things into words.
- the small size of the crunch book. Sean knows how to be brief about stuff.

6. The stuff that would make me go boom with enthusiasm:
- mission/vision/goals - a short and well thought out executive summary of what we should expect and what is definitely out of scope. This is not a list of specific changes. This is not a list of "we're going to do this better than our predecessors". This is the list of what Sean loves about his new toy. The intro movie does contain some of these, but hey, I want some strong statements like "Expect to learn new rules in a single reading", "Your magician shall be able to fit his abilities on a single page", etc.
- a few words on setting - how do the adventurers fit the game world? This may be of some surprise to many, but actually this topic is seldom addressed. So, what makes the adventurers appear?
- a few words on the setting - do we get social strata? Magitech? Steampunkish? Stone Age?
What's the genre? And how are we going to support it? (horror - sanity, heroic fantasy - bags of hitpoints and hero points, etc)

----

I could go on. But generally, these are the things I look for before I back an RPG Kickstarter. And I backed quite a few.

Regards,
Ruemere


@Ruemere - more good analysis. I realised after I posted it might seem like I was inferring you were turned off by saying I wasn't. That wasn't my intent. Like I said, I agree with much of your analysis - I'm familiar with Numenera, but I found it not easy to "get into" as a new player. It might play easier once you are in and playing but what I'd dearly like to see from FMRPG is lots of concrete examples of play with options and variables explained - the PF Beginner Box did not have this.

Interesting that the art is a real winner for at least a few of us. The aesthetics are important to me, as much as the crunch.

RPG Superstar 2012 Top 32

I don't much care for the art...but, the design goals and various blogs have confirmed that I will be backing this. I just have to decide how much, and scrape together the funds...it'll take a couple of paychecks, I imagine.


Oceanshieldwolf wrote:

@Ruemere - more good analysis. I realised after I posted it might seem like I was inferring you were turned off by saying I wasn't. That wasn't my intent. Like I said, I agree with much of your analysis - I'm familiar with Numenera, but I found it not easy to "get into" as a new player. It might play easier once you are in and playing but what I'd dearly like to see from FMRPG is lots of concrete examples of play with options and variables explained - the PF Beginner Box did not have this.

Interesting that the art is a real winner for at least a few of us. The aesthetics are important to me, as much as the crunch.

Thanks for sharing.

Regarding the art. It's fresh, simple and conveys the 'true power resides within' message. The characters are the focus, not their stuff. One could argue that pointy hat guy looks kind of, well, let's settle for obvious, but given Sean's fair warning about video game inspirations, I'll chalk it up as fetish or homage type of the thing.

So, let's see what comes next.

Regards,
Ruemere

Grand Lodge RPG Superstar 2012 Top 32

Sean,
I've got a couple of questions, if you've got the time and inclination to respond. :)

First, how will 5M handle actions? Are you keeping standard/move/swift/etc? Are you doing something else?

Second, what about off-turn activity, like immediate actions and AoOs? Keeping? Tossing? Revising?

Thanks!


If there's an organization called the SeeKeRs in-game, I'd laugh pretty hard, because it's actually a pretty decent name for Adventuring Guild #25435647.

Contributor

Jiggy wrote:

Sean,

I've got a couple of questions, if you've got the time and inclination to respond. :)

First, how will 5M handle actions? Are you keeping standard/move/swift/etc? Are you doing something else?
Second, what about off-turn activity, like immediate actions and AoOs? Keeping? Tossing? Revising?

See today's blog: Rule Experimentation: Action Points. :)


I like it. Daron Woodson of Abandoned Arts ran a shortlived PbP based on or inspired by oldskool PC Roguelikes (Rogue/Hack/Moria/Angband etc) that used APs. Not sure if the Roguelikes did, but the PbP did...

Would be a fresh change from PF's Action Economy and, hopefully inspire much more innovation from players action wise. I'd love to see a class concept that juiced up on Action points...


Dang just missed the edit window.

HERE is Daron's rules for "Guild Master" from about a year ago including discussion of how AP's are used.

HERE is his game in action. It only lasted 57 posts... ;)


the David wrote:


Ofcourse, then there is this. Yes, shooting five or six arrows per round is breaking the laws of physics. At most, you could shoot 1.2 per round. (And that's without needing to aim. Add in the stress of battle and you would come out even lower.) Arguing that a longbow can shoot 5 arrows per round and a crossbow can't is ridiculous.

Guy shoots 10 arrows in 4 seconds and hits his target.

Grand Lodge RPG Superstar 2012 Top 32

Sean K Reynolds wrote:
Jiggy wrote:

Sean,

I've got a couple of questions, if you've got the time and inclination to respond. :)

First, how will 5M handle actions? Are you keeping standard/move/swift/etc? Are you doing something else?
Second, what about off-turn activity, like immediate actions and AoOs? Keeping? Tossing? Revising?

See today's blog: Rule Experimentation: Action Points. :)

Interesting, but to me one of the things that could use "fixing" in PF is that you have all these different things you can do and you have to remember (or look up) whether it's this or that action cost. Your AP system seems to have the same issue (if you consider it an issue), just with remembering numerical values instead of named values. What exactly is gained? Your blog tells about how you tried this once, but doesn't really communicate a benefit that was achieved by going with this system.

Contributor

Again, that was a prototype alt system for PF, and is just the PF "what action is this?" table converted into points.

Part of the playtest will be "is this better, or worse"?

Grand Lodge RPG Superstar 2012 Top 32

Sean K Reynolds wrote:

Again, that was a prototype alt system for PF, and is just the PF "what action is this?" table converted into points.

Part of the playtest will be "is this better, or worse"?

So is it settled that you'll be using some kind of AP system? The blog sounded like yes, you're doing an AP system but it's not necessarily the same one; but now it sounds like using an AP system at all is not yet set in stone.

1 to 50 of 114 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Gamer Life / Gaming / Other RPGs / Sean K Reynolds is Kickstarting the Five Moons RPG All Messageboards

Want to post a reply? Sign in.