A pirate oriented turn based rpg in the making by a girl named Willow.Currently in the researching phase: Looking into non-western pirates and to make unity work. Also making a TTRPG for the system because why not?
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Does anyone have some neat ttrpgs I should look at that handles vehicle combat for multiple players well?
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Week 2
Overview and thoughts
I decided I want to try to make one post a week with progress on my project, so I figured I should be more transparent on what these posts should look like and some more insight into what I am working towards.
Each post should be up on Monday to highlight what I been working on for this system/game. I intended to release a playtest of the system that will be open to the public. I currently have only myself on the project so progress will be slow but once I have some sort of Alpha test or something I'm comfortable having people run with I'll post a link to a pdf and host it in a pinned post. I know that this will require a lot and my goal is to have a simple adventure module to test out along with some handfuls of additional monsters to play with if you don't want a module. This is ambitious but I need to shoot for the moon
Beginning on the System - TTRPG stuff to be used for my game
I mentioned briefly in last week's post that I wanted to do a point buy based system and I figured I should go into some depth about what I currently have so far.
I like the idea of loosely placing abilities/features into one of three categories based on traditional MMO style features: Tank, Damage, and Support (I am going to change these names, they are not final). I also want some semblance of balance, so trees or pathways make sense, invest more into something and it gets better. I also want things to overlap so it's more a Venn Diagram and less a defined category. I was also thinking to split based on archetypes but that would be limiting I think. I would want my favorite archetypes to work (spell sword, life as a resource) along with other traditional (fighter, ranger) and non traditional styles (using magical objects rather than magic itself, specific weapon oriented builds).
I also think the point buy idea should help with encounter balance since encounters of specified difficulties will be using a specific amount of points and a Game Master can make encounters based on those points (kinda like armies in war games like Warhammer)
The fear here is that the point buy system will lead a player down a rabbit hole of poor build optimization or choice paralysis. I feel poor build optimization can be solved with allowing players to rebuild their character somewhat with a narrative beat (or in game mechanic for when I bring it over to the rpg but a system like that is common across RPGs so it's not a design flaw imo). The choice paralysis is. I think I need to guide players to cool endcap abilities or features along with features that require investing in multiple areas, like let's say applying poisons in combat without taking up turn resources is an investment in some kind of rogue aligned tree and an alchemy based tree. I think I am finding both Pathfinder and Fallout: New Vegas as inspiration for Horizontal Progression.
Now onto what I have so far for Character Creation. I think I am going to be giving the player about 50 total points they can use for creating a character but are required to use 20 for statistics (I am going to be running with D&D/Pathfinder stats) and 10 for Saving Throws as a minimum. I think players should be able to spend more on these if they would like but it would limit how much depth they get at level one. A player's "Heritage" will either cost points, give points, or be point neutral since if one Heritage gives more benefits or Horizontal potential I think it should cost a player and if a Heritage is very flavorful but punishing, the player should be able to try to use their points to help circumvent these issues or play into their strengths.
My issue I see with this could lead into ridiculous brews since how wide the system is. But that also might not be an actual issue. I need to nail down my specific demographic since this is an indie project and won't have wide appeal, I should find a niche and stick to it rather than trying to take on the juggernauts.
Some notes about my research into non-western piracy
I have begun my initial dive into non Caribbean Piracy and I have found some areas of interest I need to dig into, like the Chen Zuyi, a pirate from the 1400 to 1407 and the Wokou. Forgive me for spelling anything wrong as I am so far working off of Wikipedia as a help to find some primary sources.
Chen Zuyi seems like a very interesting character with little info in the West (unsurprisingly). He seemed to rule over Palembang which I happen to know where that is due to EU4 and my love for naval/trade gameplay as I have played the nation of Palembang and I knew they had an event to reform into a pirate republic. So it's really cool to actually learn a bit about this. I need to find some more primary sources about this man but it seems a bit hard with how little there is in English.
The Wokou were pirates who raided Korea and China from the 13th century to 17th. Again similar to Palembang, in EU4 you can play the Daimyo of So on Tsushima and reform into a Pirate Republic with an event referencing the Wokou, so I knew there was something in this region but that was it going into my initial research. Wikipedia has alot more info on this group but it seems to a bit controversial to claim that The Wokou are all Japanese, when there is evidence to point that the early Wokou were from several different ethnic groups where people whole lived on the fringes of society. Which makes me want to draw parallels to pirates during the golden age of piracy but I need to do more research.
Recommended Reading for this week
I noticed that the whole book Elusive Pirates, Pervasive Smugglers: Violence and Clandestine Trades in the Greater China Seas show up during my reading about the Wokou so I am going to try to read that this week off of some kinda of online library or archive (or get it from my local library's inter library loan)
Previous Post
#game dev blog#ttrpg#indie ttrpg#pirate ttrpg#pirates#game dev update#indie dev#game development#video games#Anyone have any suggestions to make my posts more appealing? They seem kinda blocky to be honest#I promise to move onto some game dev stuff at somepoint this week - I downloaded unity and that will be on the post for next week hint hint#speaking of unity - anyone got some good unity tutorials? I plan on using the inbuilt ones#ttrpg design#ttrpg dev
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Post 1) Overall idea - turn based pirate rpg/ttrpg system
TLDR: I am working on a ttrpg system as a basis for a turn based rpg that is magic, piracy, and exploration. A focus on wealth and growth plus a vast world (hopefully). I am inspired by alot of things, mainly horror and pirate media, so the intent is a more darker setting
Ok onto the post :)
I figured if I actually want to get this bloody game in production I might as well start with a long post detailing some initial thoughts with some hope of any amount of actual engagement (doubtful that is). This thing has lived in my brain for weeks now and it has officially kept me up at night now. Figured I should post something out into the world. Now I guess I should have some form of organizing
Why a turn based rpg
Honestly, it's what I love. I grew up playing RPGs and I love table top RPGs. I figured it was this or action rpg and I don't want an action rpg. Granted it might fit the genre more but also I'm the one making it the thing so I get to call the shots (until someone else hops in if I ever get someone else)
I also Game Master several table top games currently so I have an understanding of combat flow and narrative, I am just used to others adding to the story rather than it being all me (since ttrpgs are inherently collaborative works)
I have some ideas for the system, something I want to go into detail when I am less sleep deprived, but in short I want it to be classless but still guiding the player to general play styles, like mage or tank. I know pirates and magic, but the whole magical dungeon diving fits exploring ancient ruins for money (plus casting a big old fireball at a ship sounds cool as hell).
So a custom rpg system?
Yes. Like I want it to work on its own as a standalone ttrpg system. Since I should be able to make it translate well into a video game. I mean that's the hope. I won't be the first person to do this (look at all the d&d games from the 1980s on dos to BG3, it works)
The idea as said above is classless with point buying perks (kinda like fallout). Unsure if I want it to be a d20 system but I am absolutely going for high roll is better since low roll systems hurt my head (looking at 2e dnd, had to learn it for some dos d&d games and it took a bit of getting used to). But it's all subjected to change since it's literally this post and my brain
Pirates?
You bet. Look, the only good pirate games are Assassin Creed: Black Flag and Sea of Thieves and both are subjective. Of course the big problem here comes from the question of how much time do we put into ship combat to make it fluid. Especially with turn based rpg combat. And I know that will be the challenge. I will not back down from this point. I want ship combat. Even if it's just boarding other vessels. I want fireballs to light gunpowder holds and deal massive damage. I want artificers repairing the ship and manning guns. I want the player to feel at full control and be able to react while making choices that fit into the system. Without it being full on simulation.
As for the player exploration off the boat, that should be easy, like any other RPGs. Of course I have done ttrpg games not video games so I know it will be a pain nonetheless but that's learning and art.
So about that world for exploring
I want that to be it's own post once I nail down the system's mechanics but in short, kinda an Isekai (well not literally, the player isn't from another world, not yet anyway) but all the "Species" (no idea what I want to use for the word) are not native to the world, and so they have been invited over time to explore a long dead universe that they brought in their own beliefs. Does that mean human Christianity mixing with let's say elven nature faith? It's been in my mind as a neat idea but also *yikes* as well. I want to be sure that I consider everything, including cultures who were exploited during the age of sail so I don't propagate more harm. So that will require a lot of research and help from those communities. I also don't want to plop in fantasy races "just because" since they probably won't belong. We tend to see them because Western fantasy is typically "eurocentric", and this game will not be. Pirates were European sure but that ignores so many other groups (Barbary Pirate, Malagasy, South East Asian. Again I need to do more research)
I have tied in my own Mexican culture into my ttrpg games before but that's my own culture and in a small group. This is far larger and I need to give the world the respect it deserves.
What kind of art style?
I am not a very good artist so this one will be in the air until I settle, but I need to grow or get help. I would like something near realism (Honestly like how the Paradox Strategy games tend to do art, EU4 especially since it's the right period of time but again that's eurocentric so who knows)
I can't settle on a style when I haven't even made custom stat blocks for creatures or even know what creatures will be in the game yet. I will say, I love pixel art but I'm aware of exactly how much work it takes to make it wonderful. I have exactly zero skill in most art/drawing and what I do have need work, so best get to doodling to get better
The story?
On my main blog I usually write (though I am bad at posting, let's not make that a habit shall we?) but that doesn't mean I'm good at writing. Writing like drawing is an art, so I need to work on this and get help from others as it warms up. I don't want to disregard writing, it's an rpg, it lives by the narrative.
Other than exploring the world for money, I like the idea of it being focused on either one country or one city. A pirate republic. You could leave on expeditions and come back and those would be arcs. Do everything around town, hang out with companions, romance, and then to move the narrative along we build up to an expedition that changes the republic. Kinda like Dragon Age 2 and Kirkwall (not going into it here since spoilers for the game) but I really like this idea. You can see growth and change and get an impact on the narrative. Obviously this isn't anything new. But it's always a good time
My Inspirations?
That is a hell of a question. I have alot, ranging from Dark Fantasy/Gothic Horror with Ravenloft, Dragon Age, From Software's Library, Lovecraft's work (he isn't gothic horror I know, Eldritch is different but also water monsters in a ocean setting hits good) to pirate media with One Piece, the "Pirates of the Caribbean" movies and the actual historical pirates I know.
And Obviously with any game, Lord of the Rings and System Shock 2 despite how far apart both are and possibly irrelevant they are.
I don't have any current "required reading" minus The Hobbit and Lord of the Rings (and maybe The Dunwitch Horror?)
I guess my inspirations lead me to a darker world, which fits real pirates well
#game dev blog#game development#video games#game design#rpg#I really dont have any other good tags just hoping that this blog can keep me active#should I open asks? It could be useful if I gain any amount of traction#indie ttrpg#I feel weird using that tag but i intend to publish out the ttrpg book so you could run games in universe#I would appreciate any engagement as I literally just made this account#also vampires are absolutely in the setting#I feel silly scheduling the post for 8 am but i wrote this at 6 am and I am about to fall asleep and maybe get 2 hours of sleep#pirates#pirate video game#pirate rpg#ttrpg#pirate ttrpg#rpg in development#I can't believe I almost forgot all my pirate related tags
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