Saturday, January 24, 2015

Gold & Glory part 1

To my great surprise, there is no D&D-styled game called Gold & Glory. There is just the one Forgotten Realms supplement about mercenary groups, but that's it/

From the last post, the name I'm going with for the RPG With Some Combat as an Obstacle is Gold & Glory. Behind it are several concepts:
  1. The party are adventurers, front and center, first and foremost. Their goals align with one of two things, sometimes both: Gold and Glory. Progression will be based on character and party goals, both of which must provide Gold, Glory or both when completed.
  2. In that vein, the party receives 3 kinds of awards - Gold, which is used to buy stuff; Glory, which is used to improve your character; Things, which can be anything from a title, to loot to a statue in the center of town. When taking up a goal, there should be absolute clarity on what is awarded.
  3. Characters are relatively simple constructs, created freeform. There are 5 attributes, ranked 0 to 8, and 11 skills, ranked 0 to 4. More is better. To make skills more in-depth, each has abilities which may be learned, called moves, and specializations which may be picked up.
  4. Rolling is done via a d6 dice pool. The amount is decided by attributes, an amount of dice you roll equal to its rank, and a skill decides how low still counts as a success. Succeeding in a task requires a certain number of successes. Rolling all or none is criticals.
  5. Equipment is general and provides clean and easy to parse bonuses or advantages. Weapon choice has bearing as far as category goes, armor choice has bearing according to weight.
  6. HP is Endurance, Mana is used to limit spell use. The prior is how close a character becomes to being taken out by the next attack, when 0 is "right there". The latter relies on open choice magic with limited daily supply.
  7. Glory is used as XP to improve your character, purchasing skill levels, new moves & specializations and even improved attributes.
  8. Gaining Glory is done strictly through goals and carousing. Defeat of opponents, in that regard, is not considered inherently glorious. Similarly, a goal must in itself be glory-worthy. Kobolds are rarely glorious. Any fodder is rarely glorious.
  9. Combat is done in one of two ways - actual fighting, bloody and hectic, and obstacle combat, which is a quick roll against a set difficulty. When doing the latter, the stuff form the previous post comes up.
 I've already started putting things down on paper. Wish me luck.