Skip to main content

Working on Wyrdland

I have been working on my submission to the Open Gaming Jam for a while. It is shaping up nicely, though, as always lots to do. This evening I have the opportunity to run the playtest to see if the mechanics work at the table.

It is a fantasy game where I mash together some of my favourite things from various TTRPGs. It started as a hack for my WARDENS game that uses the 24XX rules. You can still see it in parts, but this game is vastly different. 

The hardest part for me in any game is writing the GM section, as I am constantly stuck on that. Will have to consider what I want to include. Action Based Monster design is a big one  I want to tinker with. And I sadly have that not done for today's test. The current draft can be found here if anyone wants to look at what I have so far.

Comments

I want to more about the setting of Wyrdland.
Chaosmeister said…
Hey Christian, huge fan of your work! There isn't more then what's in the document right now. I am not a setting writer, so I want to make the setting through the mechanics, archetypes, magic and some random spark tables to populate the world.

Popular posts from this blog

Differences of Pathfinder and Savage Worlds Combat and how they relate to Savage Design

Hello again folks. While reacquainting myself with Savage Worlds, I read an Interview from 2021, given around the Savage Pathfinder Kickstarter. In it I think Mike Barbeau said the following: "If you boil Pathfinder combat down to its barest essence, you're making a bunch of decisions managing your most important resource: hit points. You can still see the influence of grandaddy Chainmail in Pathfinder's design. You have so many tools to shift the flow of hit points in battle that you’re constantly discovering new strategies and tactics as you play. It's still a wargame at heart, which makes the decisions in combat feel so vital and fun. While Savage Worlds still has tactical combat that follows the same generalized principles as Pathfinder, when you take a hit, we want to scare the player. Taking a Wound is a big deal, especially since you can only take three before you're taken out. That said, Wounds modify your ability to succeed at rolls and negatively impact y

d12 Core Edition released

As discussed in an earlier post, I have now decided to create a genre-neutral version of my d12 TTRPG first. This will function as the core repository for the rules and an SRD of sorts and will be CC-BY-SA. I can then make separate setting-specific versions of it once it's polished. As before, this version does not have any art or layout yet, as some work still needs to be done. However, it is now rules complete!! The setting creation method is now included.  Any future revisions will be done to the d12 Core PDF. I will do some smaller updates over the next weeks. Once I am happy with it, I will get someone to look at it as an editor.  The final version will be available as markdown files and a properly laid out PDF. I am also looking at ways to host it separately online. I am also still looking for the final name of the system. If you have an idea, hit me up! I hope you enjoy this update. Link below! If you have any questions, feel free to ask here or wherever is convenient for y

The joy of old files or sometimes hoarding is good.

 After deciding to finally tackle the Savage Space update, I went looking for the files. I wrote it over 10 years ago. At first, I could not find any and started to worry I would have to pull everything out of PDF. But clutter old me found the old external HDD with the word docs on it. What a relief! Off into the cloud they go. Now on to actually working through them. Since I was surprisingly smart enough to save them as separate chapters instead of the single word document they where done in initially, I can go through chapter by chapter. I may do some live streams of this. Would that be interesting?