Category Archives: Development Notes

Notes on the development game, including playtesting.

Names

One of my favourite line in any RPG rulebook comes from The Dying Earth RPG, and reads as follows: If you give your character a mundane or anachronistic name, like Nigel or Sue, your GM should allow you proceed though … Continue reading

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To Stunt, or not to Stunt?

There is one significant design issue I’m wrestling with at the moment, namely should the game use stunts or not? Stunts allow players to individualise their core abilities. You can add additional feats and powers beyond the normal scope of … Continue reading

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Trouble in Elbeyn

I’m toying with the idea of the presenting as much as possible of the game setting in the form of short fiction, in which a lot of the game background is implied rather than stated explicitly in dry info-dumps. This … Continue reading

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Thoughts on Skills

In Fudge, for which FATE is an implementation, the skill list is an important part of the setting; what skills are present tell you the sort of things characters are expected to be able to do, and the sorts of … Continue reading

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Updates – Gameplay and Psionics

I’ve now written the “Playing the Game” and “Psionics” chapters, as seen in the menu above. There should be enough there to create psionic characters now! It’s all very first-draft work-in-progress at the moment. The final text will be fleshed … Continue reading

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Gameplay Thoughts

I haven’t written up the gameplay chapter in any detail yet, but this what I’m a summary of what I’m planning to do to streamline FATE, which was originally designed for tabletop play, for an asynchronous Play-by-Post environment. Again, this … Continue reading

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Psionic Skills

OK, so here’s a draft list of psionic powers – I’ve deliberately left the precise effects non-specific. Does assume some understanding of FATE-speak, with words like “assessment”, “manoeuvre” and “consequence”. Each of these will be a skill, each unlocked by … Continue reading

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Psionics

Psionics are going to be a major part of the game, but at the moment I’m not sure what combination of skills, stunts and aspects will model things the best. Here’s a list of the abilities and powers that I … Continue reading

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Relaunching

I’ve decided to take the Kalyr roleplaying game project off the back-burner and stir it up a bit. The original game were intended to have been an implementation of the Fudge RPG, but my ideas never quite gelled. In the … Continue reading

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