Sunday, May 14, 2023

Damage and Death

I've spent the last few weeks trimming down and solidifying my GloGhack's core mechanics. Lots of major stuff (inventory, leveling, travel, etc) is still in flux, but I've at least settled on how PCs take damage. Some things are near-verbatim from my first post, but I've clarified edge cases and properly fleshed it all out.

Wednesday, March 8, 2023

Class Design Philosophy/Skeleton

I've been making a bit more progress on the rules for my upcoming Big Campaign (previously named Occasus Mundi, new name unknown). I'll probably give the core mechanics another review after a bit of playtesting, but for now I'm working on classes. I could just let people pick between from the GLoGosphere's many pre-existing classes, but in the interest of easy access, I'm making 20 classes to pick between at character creation. I'm aiming for an even balance between dungeon crawling, world exploration, and social encounters, so there should be several classes with distinct approaches to each. And since I can't help but make things overly complicated, I'm expanding the Fighter/Wizard/Specialist trichotomy into 5 roles (with 4 classes in each). 

Thursday, February 23, 2023

So I'm making a GLoG hack.

After far too much overthinking (including a solid year of earnest work trying to adapt Massif Press' LANCER), I'm planning on running my upcoming Sci-Fi West Marches campaign in the mutilated shell of Portal's Goblin's Laws of Gaming in the Dark. All enclosed within this post is subject (and likely) to change in the final version.

GLÅUGUST26: The Questgiver

For GLÅUGUST , "A short class which is absolutely not a fighter, not a wizard, not a cleric and not a thief." Closing the month ou...