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Overview of rpgs and this one in particular 

Now if you've navigated here because you understood none or only some of the terms that I used in the home page and you've still stuck around, I apologize for leaving you in the cold for a bit. A table top role playing game is a game in which a group of players take on the role of characters which they create, to embark on a journey, trial, or adventure set up by a "game master", gm for short. In the course of this game players have full control over their characters, and are generally able to make whatever choices they desire about how their characters will act, while the game master decides what effect their choices will have on the story in real time and sets up any side characters the players will interact with and challenges they might face. Typically along with your character being able to interact with others and their environment through standard means, they have more specific abilities and attributes chosen at character creation or a selected "class" that determines how they gain abilities and attributes over time. 

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Based on some of the mechanics and tropes present in tabletop role playing games, the roleplaying game genre of video games arose. In these games, the player generally controls an entire party of adventurers in combat, and, while the ability of players to make choices and effect the story is much more limited, the abilities your character has access to are designed to make combat inherently fun rather than being vehicles for storytelling first and part of a "game" second. In job class rpgs (the type this game is based on) you can change your class at will, allowing you to change the set or tree of skills you character can learn and even gain benefits for classes you aren't playing currently, rather than being stuck with what you choose at character creation. 

 

By combining the freedom and influence players have over story in table top and the variety focused and engaging combat more typical in video games this game hopefully presents the best off both worlds. There are other differences between tabletop role playing games and their video game counterparts with their own pros and cons but they are not relevant to the game in its current form.

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You may at this point be considering, why, if only one type of role playing game interests you, you would give this game a shot. If the focus on moment to moment gameplay offered by a video game appeals to you, trying something that mimics that, but also gives you vast personal freedom in terms of choices your character makes, allows those choices to either be vastly consequential to the path the story takes or  an exercise in personal expression with no real consequences depending on the circumstances, and even allows you to in a way design the game and setting even while it being played as a gm may yield fruit. If a table top game where you can engage in group storytelling or creating a world/challenge for your friends interests you more, why not try one in which the rules of the world allow for more varied and streamlined combat (whether you are overcoming encounters or designing them) and you have the ability to change and develop your character across classes?

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If this is your first foray into tabletop rpgs, this is a relatively beginner friendly experience, though it becomes less so if you fully engage with some of the games multi classing mechanics, which is not necessary to playing most of the time. If this is your first time running a game it becomes less beginner friendly as there are not many tools to help new gms and the more complex mechanics cannot be avoided. It is less complicated and more intuitive than other similar role playing games in some ways, the reverse in others. It is at the least easy to understand in the sense that it has significantly less options in many areas, though that is due to being a new game and is purely focused on combat, with not all aspects of that even being implemented yet.

inception

I wish I could tell you this was an inspired project/world dreamed up over a lifetime of table top adventures. But this is mostly just an as yet unfinished project I came up with about a year after my first, and only at the time of the projects inception, foray into tabletop roleplaying games. During that, I thought about what it would be like to incorporate the ability to switch classes and keep some of your old abilities, at the cost of most of them, that is commonly seen in job class jpgs. Later when playing a game from the selfsame genre, and thinking about how I wasn't sure the direction the "worlds greatest role playing game" was for me and probably many other people (all mechanics stuff this was long before the  license disasters), I thought it might not be a bad idea to throw my hat into the ring and see what happens. Without much more though than that, and the idea to base magic around various elements as another nod to jrpgs (not that this trope is entirely absent in tabletop) I started developing a tabletop rpg from the ground up. In a turn that should not have been surprising, getting to a point where I felt the system was ready for any sort of public exposure took a solid amount of time. While there are many other inspirations I had when planning, all most of that is related to the base setting and not something that's really mentioned on the site at this point. A lot of those plans may never end up being implemented if what I have already turns out to be worse than I'd hoped when people I don't know and can't directly explain the rules to start playing it. Whatever happens, thank you for taking the time to give this project a chance, and I hope it can justify whatever interest you have in it, if not now, then in a more refined version down the line.

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