Just an update... I'm uploading the newest version of the rules now. I added in a number of original classes, and reworked ALL of the statistics for every class to be more balanced. This unfortunately breaks the whole premade character sheets and enemy statistics, which will be remade eventually once the game is in a more final state. Let me know if anyone playtests this and what you would change.
Rulebook
Sourcebook
Fire Emblem: Origins Reborn RPG Dev-blog
What is this blog?
This is a blog detailing my adventures in game development. I have been working on creating a standalone tabletop RPG that utilizes the Fire Emblem world and mechanics for over 3 years now. This is an entirely fan based project, meant only for fun, never retail. If you get the chance, please feel free to download a copy of the current rules and play a session with your friends. If you do, don't forget to send me some feedback, positive and negative.
Monday, April 6, 2015
Friday, March 8, 2013
Version 2.0 almost complete!
Okay, okay, I know that this is my first blog post, so I shouldn't be advertising 2.0 until I give you 1.0. But since I got started on this blog really late into the process, I figured that I should just go from where I am currently.
A brief history of the project:
February, 2010: I first imagined and started working on Fire Emblem: Origins Reborn, which was originally intended to be an email/chat-based game to be played online.
July, 2011: After roughly nine months of inaction on the project, I reimagined the game as a tabletop RPG, and started work in earnest. Played a few playtesting sessions and was highly disapointed in the lackluster results. Kind of gave up. I consider this version 0.1
September, 2012: A year and a little more later, I psyched myself up and started in on FEOR once again. I completely revamped the entire gameplay section, and created tons of new content for the game.
December 2012: After three months of furious labor, I completed version 1.0 of this game.
January 2013: Got a few friends together for a couple playtesting sessions. The feedback was generally positive, but with a more than a few balance issues and confusing rules. This prompted version 1.1, which was largely the same, but attemped to make early gameplay more intuitive and dynamic. Some of these rules stuck (like adding your attributes to a d20 roll as opposed to subtracting them), and others flopped (like rolling a d10 in place of a d20 for the first tier of play).
February 2013: Our second playtesting session used Version 1.1, which was quite popular, and had only two glaring flaws. #1: Not enough skills and the skills need to be more interesting; and #2: the Customization Points system made breaking the game far too easy. Specifically, it was too easy to just load up on Defense with your CP (Customization Points) and be untouchable.
Since then, many balance adjustments have been made to the CP system. And for the big Version 2.0 release, I have added an entire new set of classes that revolve around the Charisma attribute, as well as a plethora of new skills to the repertoire. Clerical duties are the only things setting me back from the next big release. Stay tuned!
A brief history of the project:
February, 2010: I first imagined and started working on Fire Emblem: Origins Reborn, which was originally intended to be an email/chat-based game to be played online.
July, 2011: After roughly nine months of inaction on the project, I reimagined the game as a tabletop RPG, and started work in earnest. Played a few playtesting sessions and was highly disapointed in the lackluster results. Kind of gave up. I consider this version 0.1
September, 2012: A year and a little more later, I psyched myself up and started in on FEOR once again. I completely revamped the entire gameplay section, and created tons of new content for the game.
December 2012: After three months of furious labor, I completed version 1.0 of this game.
January 2013: Got a few friends together for a couple playtesting sessions. The feedback was generally positive, but with a more than a few balance issues and confusing rules. This prompted version 1.1, which was largely the same, but attemped to make early gameplay more intuitive and dynamic. Some of these rules stuck (like adding your attributes to a d20 roll as opposed to subtracting them), and others flopped (like rolling a d10 in place of a d20 for the first tier of play).
February 2013: Our second playtesting session used Version 1.1, which was quite popular, and had only two glaring flaws. #1: Not enough skills and the skills need to be more interesting; and #2: the Customization Points system made breaking the game far too easy. Specifically, it was too easy to just load up on Defense with your CP (Customization Points) and be untouchable.
Since then, many balance adjustments have been made to the CP system. And for the big Version 2.0 release, I have added an entire new set of classes that revolve around the Charisma attribute, as well as a plethora of new skills to the repertoire. Clerical duties are the only things setting me back from the next big release. Stay tuned!
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