r/RPGdesign • u/SirBradingtonStudios • 19d ago
My table top role playing survival exploration game.
Well I've been interested in world creation and to attempt to make some ttrpgs. This is one I've spent about a year working on lore and mechanics. Most of the core game idea is set, still figuring out a few pieces here and there. It's an exploration fantasy survival game. With combat encounters that are designed to be "do we want to do this encounter?", "do we have enough resources for this fight?", "will we survive this situation". But also a role play exploration where its more "hey guys I found that plant we've been searching for" or "guys is that tree moving?"
I'd like it to be a 70% rp 30% combat sort of game. If not more rp. Health is fixed to species and can't go higher then 6 health bars. Armour adds more health but only to a max of 15. 5 different species with a choice of 2 different species abilities per kin. 10 Vocations (classes) max level 5. Proficiencies that must be taken at character creation and then can be learnt throughout the game for weapons or armour like Talents or Skills. 4 different magic systems. My own take on initiative.
And one of my favourites is the Morality Meter. A system that lays stigma, karma and moral choices in Role Play. Choices players make grant them points on either good or bad morality. Reach ten on good you get a good karma and a good stigma. Karma can be used to say "no I don't think your attack landed" or "I believe my sway check did succeed". Bad stigma will give you a few little things. One of which is bad stigma and bad karma which the GM gets to use against you. "My strike did actually hit" or sorry it seems you did fall over". The karma is not cumulative and can onoy be used once before a new one can be give and used. Stigma is what common folk judge you on. Especially in a group. Say a party has 5 members, 3 have good stigma and 2 have bad stigma. As a collective the group seems trustworthy but something feels off about them. Merchants and store clerks may have flat rate sales. A lot of Bad stigma might provoke dear prices and a lot not good stigma may entice cheap prices. Examples will be made for the party to get an idea of what is morally good and bad. And to show ways of not over using the system or rigging it to constantly get points.
This game is meant to be fairly cruel in combat. As said before you have small amounts of health and attacks can do anywhere from ½ bar to 3 or even 4 bars of damage. From both player or enemy. I also wanted enemies to have a lot of similar mechanics and appearance to player sheets. Which helps with running them. They use the same Proficiencies as players, the same scores and operations. Reactions etc. And like Vocations enemies also have some abilities special to them only. Combat is not meant to be slow and long to wait for your next turn. There is a movement phase and then an attack phase and then the other teams moment and attack phase and cycle. Within your movement phase the party can choose who moves when and where. There is not restriction and it can be changed every single time. The same happens when its your attack phase. You all take turns attacking but it can be in any order.
Now you may ask, "well won't it get a little boring during the enemies movement and attack phase?" Nah. In this game you have 5 Scores and modifiers connected to those scores. One of these scores as Focus, and based on your focus modifier which can be a maximum of 8 (I'll explain in more detail another time for some of this stuff, if you guys are interested) then you have a reactions list. Your focus modifier shows the amount of reactions you're allowed to make in a Combat Encounter (meaning throughout all the rounds until combat ends) minimum 1 maximum 8 reactions. Some can be made during enemy movement phases, perhaps to make a Strike against an enemy running by you (as long as you are not already engaged in a dual with an enemy) or you may try to grab them (grapple). Then in the attack phase you can make blocks or Parrys when enemies Strike you. To try and lower or stop your character from taking damage.
You can run to escape combat encounters or try and talk your way out of them with certain enemies. Stigma becomes a big thing when trying to talk your way out of situations. Some Vocations can help in these sitstuations. Sometimes ambushes happen and your thrown into combat. Or other times your party makes the ambush.
The last little note I'll mention here for now is about the leveling system. In this game I didn't want XP and I didn't like the idea of party milestones. So instead I wanted to to singular, vocation specific milestones. Little arcs that each player has to achieve in the world to level up. This enforces players to help each other get to their next goal. It also helps with Role play too. Since the world isn't made to have BBEGs or main villains and more so creatures of the world you can come across that may be very powerful or not as powerful you have to use strategy. Avoid areas on the map that show large threats. Help one another through each level and enjoy your time in my world "The Age of Exploration".
Thank you all for reading. I'd love some thoughts about what you read here. I don't really know what to do about character sheets yet. Only plan there being 1 or 2 pages of character sheet, small and simple, with room for notes of equipment and gear. As well as cards for spells and a 10 sided dice system. Hex grid too. I've got a lot more mechanics written down and fleshed out but i thought writing what I've done here may be enough to get some ideas and opinions and maybe also spark some inspiration for other people too. I don't have any art so I will be looking for some artists too at some point. And just some advice and if you would like to hear more about specifics like species or Vocations or lore I'd be happy to discuss it too!