Tempeste: Introductions

While I haven’t kept up with blogging—it’s been, what, four months since my last post about RPG development?—I have been writing, and within the past two weeks, almost every day. Progress still feels slow, but as my friend Addison keeps telling me, “One inch punch.”

I’ve bounced around a lot with game development. It felt like a priority to determine basic mechanics, what dice to use, how to handle difficulty variance, basic attributes, etc.; I don’t have much written out longhand (very little in fact), but the notes and basic structure are in place. From there, I moved onto character creation, creating professions (the equivalent of traditional “classes”), skill lists, and I began considering special abilities for each profession. This led to thinking about experience and character enhancement—and then I jumped backwards to determine what steps happen before a player chooses their character’s profession. I realized how important I want it to be to conceptualize one’s character and personality prior to choosing a profession. Rather than just choosing ‘race’ and ‘class’, I want players to consider in what city their character was born, what were their circumstances before becoming a mercenary—why have they become a mercenary? Of course, players are going to choose what they want to choose first. But nonetheless, I want a character’s background to play an important role.

I think part of what led to my change in focus was visiting my friend Jeff Hawley in L.A. several weeks ago. I was in town for a business trip but arrived a few days earlier to hang out with him because we hadn’t seen one another since, when? I think since I first moved to Portland eight years ago! He was the only person I knew in Portland at the time, but unfortunately, he lost his job in Portland and shortly after my arrival, returned to Los Angeles for work. But with common interests in games and game development, I was eager to bounce ideas off him—and he asked me to play through a few rounds of combat using Legend of the Five Rings, 4th edition. He was planning to run a short campaign for a few friends but had never used the system before, so he wanted to get a feel for it. Of course, I had to create a character (we both did) to see what sorts of effects our choices during character creation would have on our respective combat abilities. Much to my surprise, I built a quick and adept swordsman and gained the upper hand in combat!

But what interested me most about the game design was not the intricate combat system (I tend to prefer simple combat systems anyway), but rather, the importance of choosing one’s family and education, and how these shaped one’s character just as much as choosing to be a courtier or a samurai, for example. All the details about the clans also helped immerse me in the world, if only briefly.

I think one of my biggest challenges with Tempeste will be immersing players in a new world and convincing them it’s worth the time and effort. Of course, the other side of the coin is that—although players love to discover new worlds, they’re unlikely to stay there if the mechanics are clunky, too basic, or too complex. The trick is to wed content and structure together. Well, I guess I decided to put down mechanics for now and to focus on world building a bit.

I again found myself bouncing around, thinking about how to structure the book, how familiar a player should be with x or y by this or that point in reading the book, and I decided, what I need to do is start writing the introduction. I need to lay the groundwork for the Tempeste world, to give a common point of reference.

So that’s what I’ve been up to, writing the first few pages that introduce both the natural and civilized world of Tempeste, and that essentially explain what’s different about Tempeste. It’s a lot of work, trying to perfect an introduction, to be succinct yet descriptive, to give detail without bogging down the reader with too much too soon. If it takes too long, I may need to skip ahead. Haha! I’m anxious to start detailing cities, because I think making the cities come alive again—for me—will help reshape the world and breathe new life into it.

I know, I’m not giving you a lot of details. But hopefully, you’re a little curious.

Alright, back to work with me. I’ll try to write again soon!

 

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