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Fukushu - Revenge - a micro RPG solo adventure

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HPS74
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Joined: 01/06/2009
Revenge_0.jpg

Yep....I've got a few pots on the stove.

I wanted to share this as a concept idea / design.

It's a Samurai themed solitaire adventure set of 8 chapters, with two scenes in each. (30mins or so per chapter) The game is planned to be in 8 intallments.

You are Samurai that witnessed his family slain by a group of theives when you were just a child. Not forgotten and never forgiven, the time to avenge your family has arrived...

Using a simple dice, card and chart system, you will move along the path to your destination and face off against one of many enemies that owe you their lives.

The games has slowly evolved and almost ready for playtesting. Rather than fill up the forum with a second call out for playtesters....if you are particularly interested in this theme, PM me and I can share the basics :)

Thanks

Fhizban
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Joined: 01/11/2009
nice!

nice!

throw the rules in my direction once you are ready please

HPS74
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Joined: 01/06/2009
No probs

Just putting it all as D6 and charts for ease of play..then you PM you Fhizban

The SKILL tree will only have a few traits accessible in the example play too FYI

HPS74
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Joined: 01/06/2009
Screencast as a taste tester

Yep - this is the quickest way to show the first draft of the game and hear my thoughts...not everything is explained but if you like what you see, please let me know. Happy for any feedback too!

https://youtu.be/uxKkwSbtE5o

Fhizban
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Joined: 01/11/2009
Watched it and I like

Watched it and I like it!

Compared to your MECHs game idea, this one is much more my kind of beer (im working on a fantasy solo game as well, thats why it suits my taste more).

some super quick notes:

1. more content than the MECH game, much much more content
2. although it seems very random, there is much more to do and more different outcomes as well
3. good layout, nice art
4. very thematic setting

just my 2 cents

HPS74
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Joined: 01/06/2009
Thanks

Much appreciated for the watch and comments....more so that it tickled your fancy.

There's a small sinkhole emerging as I explore the skill tree....but it'll allow for more than just 'fighting'

let-off studios
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Revenge Video Feedback

Watched the video and I'm intrigued! It reminds me a lot of the old game books I played in my youth, particularly the "Lone Wolf" battle monk game book series back in the day. You've streamlined the novel-writing aspects of the game down to its core events and key moments. I appreciate your use of six-sided dice with this. Like your Pocket Sports series, there's a lot of detail while keeping the pacing brisk and preventing the experience from becoming too overwhelming. The skill trees you allude to in the video are also reminiscent of the game books, with which you could carry over equipment and skill focuses from one book to the next.

The Legendry mechanic seemed clear in terms of in-game use, but I don't recall seeing anything related to Honor. Anything you can share in terms of why increasing Honor would have an incentive for the player?

I also wonder why you decided to go with "low numbers = success" while in most game systems - including your own Pocket Sports series - "high numbers = success." Is there a specific reason for the switch?

Finally, I think this is a robust enough game system to allow user-made content and custom games. For example, as you described it I found myself thinking that the game system is just as fitting for a "Wild West" campaign setting. Super-heroes, fantasy adventure, and even post-apocalyptic settings may also be worth experimenting with, although to have variety I would imagine the skill tree would become the focus.

Keep up the great work, Hamish. I'd love to see how you develop this system and this game in particular for the future. :D

HPS74
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let-off studios wrote:Watched

let-off studios wrote:
Watched the video and I'm intrigued! The skill trees you allude to in the video are also reminiscent of the game books, with which you could carry over equipment and skill focuses from one book to the next.:D

Thanks a lot Stephen. It's always encouraging to hear it's peeked interest in some readers. Carrying over skills, equipment and the characters will give the game more of a personally attachment and invested interest to continue the journey.

let-off studios wrote:
The Legendry mechanic seemed clear in terms of in-game use, but I don't recall seeing anything related to Honor. Anything you can share in terms of why increasing Honor would have an incentive for the player?:D

Honour will be used as a secondary mechanic to unlock areas, challenges, weapons & equipment. So in order to have an enhanced Katana sword that can deal more damage, your character will need 2 Honour to purchase.

Honour also allows for players to make decisions in game that directly affect this....like a good vs bad 'constitution' trait.

let-off studios wrote:
I also wonder why you decided to go with "low numbers = success" while in most game systems - including your own Pocket Sports series - "high numbers = success." Is there a specific reason for the switch?:D

Flipping the 'skill check' roll to low allows the game to ramp up from 1D6 in the beginning chapters, to 2D6 and eventually 3D6. As the journey unfolds, tougher challenges, events and bosses will have higher skill check rolls to achieve etc.

let-off studios wrote:
Finally, I think this is a robust enough game system to allow user-made content and custom games. For example, as you described it I found myself thinking that the game system is just as fitting for a "Wild West" campaign setting. Super-heroes, fantasy adventure, and even post-apocalyptic settings may also be worth experimenting with, although to have variety I would imagine the skill tree would become the focus.:D

Indeed it can and will be tailored to different themes :) Planning to make this game in Chapters is (I hope) a point of difference for small games.....so finger crossed people like it!

I should have a playable PnP soon and will post here for you/anyone to try out :)

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