Archive for the ‘Game Design’ Category


Hello, and welcome to the Philippine Gamer Workshop! Over the past years, Life and Times of a Philippine Gamer has grown from a hobby blog to dispensing GMing advice and most recently a home for the extensive Let’s Study series of game reviews.

With my current state as a parent and the inherent additional financial strain of providing for my son, I’m looking for new ways to earn though my enjoyment of the hobby.

Today, we’re looking at a new angle of growth for the Philippine Gamer, where I’ll be putting up small tabletop RPG games with a minimal development budget. These projects will will grow and evolve with the inputs and suggestions of the people who play them.

At the end of each year, the Workshop’s outputs will be collected, edited and polished up as a collection of mini games available for purchase. Crowdfunding might be an option to be able to afford artwork and layout to spruce up each volume further.

It’s a crazy idea, but I’m looking forward to giving it a shot.

I’ve got a small handful of ideas bouncing around in my head, and I’ve been meaning to resurrect some old concepts that have never seen completion. I guess it’s time to put them to work!

Nice! How can I help?

I’ve had a Patreon account for a while, but it was initially keyed to charge whenever I put out a complete Let’s Study review series. You can place you pledge there, and I’ll charge whenever I finish an RPG game for public consumption.

Don’t worry, each game will be complete and playable, no half-baked projects here!


7th-sea-2nd

To follow up on the article I wrote about my first impressions of the 7th Sea Second Edition Quickstart, I’ve gotten it in my head to design a lite version of it, perhaps something that might address some concerns I’ve had.

What follows is literally something that I came up with in the shower. It’s not meant to replace the stuff from 7th Sea but address the stuff that bugged me when I played.

BASIC TASK RESOLUTION

I wanted to do the least amount of change to the character sheets in 7th Sea, so I decided to retain the fact that Traits and Skills operate off a scale of 1-5 dots.

However, instead of the whole roll a dice pool of Trait+Skill+Bonus and add up sets of 10, I figure we can actually tweak that to work a little faster.

Instead, roll a number of six-sided dice equal to your Trait score. Any dice that come up equal to or less than your Skill rating are considered a Raise. Rolling a 6 is always a failure.

If attempting a skill that you have no dots in, 1’s still count as a Raise, but rolling a 6 means you Botch.

COMBAT

In addition to declaring your Intent, you also declare an Approach. Approaches determine what you can spend Raises on for this round.

– Physical: Allows for Brawn and Finesse Actions
– Mental: Allows for Wits and Panache Actions

Player who rolls the most Raises goes first and applies Raises to their Actions. After resolving that, play moves on to the next character with the highest number of Raises.

REACTIONS

When targeted by a hostile action, a character may attempt to negate Raises spent to harm them by spending an equal number of Raises. This is a reflexive action, and must be justified within the context of the same Approach chosen at the start of the Round.

Again this isn’t meant to be a true replacement to the system as it is now, but a small exercise in figuring out how to patch it based on my understanding of the games goals.

Heck if there’s any interest in this at all maybe I can develop it as a lite take on it like Qwixalted did for Exalted 2nd Edition!


I had an opportunity to share what I had so far with Heroes of the Falling Star to the 13-year old daughter of a friend of mine for feedback. It didn’t take long for her to get back to me with positive feedback on it. I have to admit that I was pretty nervous handing it out for scrutiny since this was my real target market. In this day and age of electronic devices, I needed this game to be good enough to hold their attention.

At this point I’m waiting for feedback from several Playtest groups and just one or two more art items in time for my crowdsourcing page launch. I’m incredibly excited, I’m this close to making this a reality!


I’m probably going to sound pretentious for doing this post, but here we go.

I started Heroes of the Falling Star because I wanted a means to convey lessons to my son in a fashion that would be entertaining. Going beyond the usual academic lessons that you gain from exercising simple math and figuring out puzzles in game, I wanted to go one step further and work on values formation.

This meant that I would need mechanics that reinforce certain core values but I don’t want the game to come off as preachy.

Because of this I opted to choose a list of virtues that were cornerstones of Wuxia literature:

  • Kindness
  • Loyalty (and Filial Piety)
  • Courage
  • Respect
  • Honesty

I feel that this is a solid foundation of positive values that kids would benefit from.

The mechanics used for this is a simple feedback loop: when Heroes display behavior that coincides or demonstrates a given virtue, the Narrator notes it down.

At the end of the session, The Lady of Love and Mercy debriefs the Heroes on the adventure, and recounts the times when they showed themselves to be virtuous. This earns the Heroes “Stars” a rough analogue to experience points. Once a Hero has accumulated enough Stars, The Lady then takes these Stars and puts them together as a Constellation illustrating their heroic deeds.

The key here is to stress that it was the virtuous deeds that they did that would become Stars… and that these deeds are the substance from which the Falling Star Treasures are made. Good deeds are magical, and their prior heroics will continue to help other kids become Heroes as well.

I’m on the last stages before launching the crowdfunding campaign for this game. I’ve had some incredible luck finding people willing to help me and I’m excited as heck.


Hey there,

While I’m still in the midst of firming up the test of the game, I figure it would be a good time to talk about the structure of the game.

Unlike sandbox RPGs, a game aimed for kids should have some form of supporting structure. This is because kids do well with having a pattern to stick to. Once they’ve got the hang of things, then the Narrator should feel free to start improvising.

Heroes of the Falling Star starts off with a tried-and-true method used in a lot of RPGs: The Voice on High.

The voice in question is The Lady of Love and Mercy. As a magical figure from the Celestial Heavens, The Lady is a being of benevolence and goodwill, who hears the wishes of those in trouble and empowers Heroes to help out. It’s a simple device, but one that works out well as it does a few things:

  • Introduce the central conflict of the scenario
  • Provide a trusted NPC who can provide trustworthy information
  • Enforces the idea that the player characters are Heroes

It’s a quick way to get the players into the action by hitting all the bases. They know what’s at stake, and that they’re being asked to go help out.

The next phase is the granting of the Falling Star Treasures. These are magic items from The Lady of Love and Mercy, who fashions them from stars that she causes to fall from the sky. It’s a wonderful image, and a great way to play up how special these Treasures are. A fun little fact is that none of these Treasures are weapons. They’re all meant to be fun “cheats” or “hacks” through an obstacle, but are never meant for outright violence.

And so equipped with the Treasures, the Heroes are sent to go investigate the matter, and hopefully fix it. I feel that having this kind of structure would be great for parents as well, as they would have something to follow in the first few sessions with their kids, at least until they’ve gotten their sea legs in being a Narrator.

If you’re curious about Heroes of the Falling Star, do check out the Beta document draft over at:
https://docs.google.com/document/d/1JixeeypkJivcTQLMIXSuRkX5uITHFRxxevGWtc2kYXU/edit?usp=sharing

I’ll be working on a crowdfunding campaign for this game soon to get more artwork and layout for it, so watch this space!