Author Topic: I wrote a Rulebook!  (Read 1600 times)

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Offline Material Defender

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I wrote a Rulebook!
« on: November 18, 2012, 02:37:55 am »
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It is currently in progress, intended for mature audiences for graphic violence and slightly mature descriptions of some more unusual aliens. If you get what I mean. There's no porn or nothing though.

.odt is opened through open office suites, which are quite free.
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Re: I wrote a Rulebook!
« Reply #1 on: December 14, 2012, 12:16:23 pm »
Meant to comment on this ages ago.

I can see a lot is in this but I'm getting lost in some of the detail. You might want to split it into two parts similar to how a lot of publishers do, a GM book, largely rules with general setting info and player book with detailed setting info and character creation options. Or maybe just do a more distinct split between basic rules, advanced rules and fluffyness.

I'm working on something similar myself, and my first version is almost exclusively the rules that are involved with the story in it's own dedicated section. But I'm aiming at a cRPG, so there's some reasoning behind it.

But then it could also be just me and my problem with E-books, if I need to flip back and forth to get a full view I do far better with a phsyical book. At the very least, know someone did read it over.

I would love to know what you consider your primary influences though.

Offline Material Defender

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Re: I wrote a Rulebook!
« Reply #2 on: December 14, 2012, 01:34:32 pm »
Yeah, I was doing that originally, but I condensed it into one book. Right now it's all chapter based to split things up. Once I get things more setup and all I'll split up the books. It's just been difficult for me to constantly have to swap books to write. Eventually I hope to split between a Codex (Fluff Tastic), Player rulebook, and GM rulebook, but I need to have sufficient content to justify the splitting. Understand the issues with accessibility, but it's a lot simpler to add content to a word processor.

Primary Influences?

Combat, weapons, and a few aliens are influenced a lot by X-Com (The Old one.) I made an simple combat heavy Online Tabletop type RPG a while back based off x-com rules modified slightly. The math for it was pretty good and applicable to board game type setting oddly enough. A few armors draw a little on x-com, but most armors are more based off my own thoughts and research.

Psychic Work and ancient evil stuff is influenced by 40k a great deal, though I've modified it to make it tad more ... fitting with the setting. Plus I wanted to add the whole enhancement type psychic sets. A few psychic powers were influenced by Stalker monster abilities.

Space combat and the whole sub-space idea was influenced heavily from Freespace and those things. I also draw from some other 4x games when doing the designing for the space navies and the things for space, but since it's not been a focus of player play, I haven't really put a lot of detail into it. I'll probably add more in time.

A lot more vague influences here and there. Mostly games are big, but I like to give a decent post-cyberpunk feel to most of the larger urban areas, a more sci-fi western feel to frontier settlements, with other types of sub-genres of sci-fi sprinkled in. I like to keep the setting firm enough that there's clear races, relations, and technologies, while being loose enough that you can have a focus of a sci-fi type of western and someone else can focus on sci-fi feudalism without needing to leave the setting.
The material needs a defender more than the spiritual. If there is a higher power, it can defend itself from the material. Thus denotes 'higher power'.

"Not to know is bad. Not to want to know is worse. Not to hope is unthinkable. Not to care is unforgivable." -Nigerian Saying