Game Design and Project Resources: The Workshops Quarter > Tabletop Design - The Senet House

The Many Projects Of Irongutz(A.K.A NanoTeq_RPG)

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DeepCandle Games:
Today marks my revisiting of a favourite place I have been neglecting far too often. In the dusty halls of Exilians' once lively Senet House much has fallen out of use, but I hope to keep some activity coursing through the place again.

I present in this post a master-list of sorts of my many many ambitions in homebrewing and authoring RPGs of my own making and writing, and supplements to those classics we all know and love.

Due to the extensive nature of this listing, please ask below if you have any questions about a specific title - remember! interest draws emphasis! I'll bump stuff up the priority list if you have a gap in your RPG roster that you seek to fill with just that thing!

Without further ado:
Title || Brief Description ||Status

<1> Flatline 2030//A rules-lite tactical shooter cyberpunk RPG set in its' own timeline - inspired by Deus Ex and NeoTokyo and featuring a 2d4 rules system!// In Current Production!

<2> Might Of Mourn//An Ogre Kingdoms expansion to the WFRP 1e core rules! - features rules and careers for Ogres and Gnoblars as PCs for the very first time, and some artwork and campaign ideas by yours truly! // Completed! Listed on my Ko-Fi shop as a free gift to my OG supporter!

<3> Heirs Of Ulthuan//A WFRP 1st Edition Elven Compendium featuring the three kinds of elfs found in the Old World, featuring unique careers, rules, equipment and campaigns - a tome of three volumes, each featuring content centred around High Elves, Wood Elves and Dark Elves respectively// In Concept Stages

<4> BloodBath: A Prophecy Of Woe// A dark and heroic sword and sandals rip-and-tear RPG where you wake up in an alien land filled with monsters of myth and lore; all you know is the strength of your arm and the bite of your axe - and you seek to kill everything in your path// In Concept Stages

<5> Gunwales: A Skyward Skirmish// A Skirmish Battle Game/RPG hybrid where you battle for supremacy over the endless sky and the floating islands that dwell within// In Concept Stages

<6> Tides Of The Old World; Perilous Adventures At Sea// As seen in my other reference post, a developing project to add ships, fleets, pirates, admirals and ways for you to play with and as most of those things in the Old World! // In Production, suffering delays

<7> Ogres Of The Old World// A careers expansion for Ogres in 2nd edition WFRP, featuring new career options for less 'imperial' ogres and a new arsenal they can use!//Completed, listed on Ko-Fi

<8> Krag: Dig Deep// A subterranean low fantasy survival game taking place in the collapsed ruins of a once great empire//In the concept stages

<9> Underway: Road In The Darkness// A WFRP 1e expansion featuring the creatures fair and foul of the Underway - the great dwarf roads that span the known world// In concept stages

<10> Lost Cities Of Lustria// A WFRP 1e expansion featuring an exploration of lizardmen and campaigns set in the lustrian environment - inspired by a very poorly balanced lustrian expansion i had to suffer through as a GM when adapting a kroxigor into my campaign// In concept stages

Jubal:
I'm looking forward to seeing Flatline: doing cyberpunk well is tricky but it can be fantastic. Gunwales also sounds really interesting - actually possibly that's the thing that most caught my eye out of the lot. Will that be a sort of Edge chronicles style sky-ships setup or more planes and zeppelins?

DeepCandle Games:

--- Quote from: Jubal on June 12, 2021, 12:56:42 PM ---I'm looking forward to seeing Flatline: doing cyberpunk well is tricky but it can be fantastic. Gunwales also sounds really interesting - actually possibly that's the thing that most caught my eye out of the lot. Will that be a sort of Edge chronicles style sky-ships setup or more planes and zeppelins?

--- End quote ---

I'm not entirely sure regarding the Gunwales question as i'm not familiar with the source material you reference - but think of it as you build your own army based on your faction; Engineering, Occultism, Theos and Magos are basically your four 'disciplines' which determine the make up of your race - you could have a flight wing of gargoyles shooting lightning bolts at the enemy or a zeppelin fleet of dwarf airships powered by eldritch gods ripping holes in the fabric of reality.

The basic principle is that you roleplay on land and battle in the sky - the islands (called spires) are held up by primordial stones and can range from small outposts to entire continents with several factions - the endless sky is known as Aerie and you are basically having a war between low magic and high magic fantasy races that you can design yourself

iirc i was going to implement it so you had 8 or 12 points to spend on different disciplines in any order - and an index of units and bonus mcguffins that each have a requirement cost on there regarding how much you need to have allocated to each discpline - each one maxing at 4

so you can build your army and the "civilisation tree" or what have you determines what your options are for the roster, like a dynamic selection

DeepCandle Games:
Flatline is being playtested in its' 5th edition pre-release rules at the moment, and narratively the 'vanilla' campaign Phoenix Rising takes place in the turn of the decade of 2030.

The game is fundamentally about risking it all, being a few lucky or unlucky dice results away from doom. It's played on a razors edge and every decision walks the tight rope between outcomes. It's very deep in its' choices but as stripped back as it can be in the mechanics so people spend more time making meaningful decisions than they do adding up dice and doing maths.

There are thus far 11 factions each with their own unique special rules, 24 weapons ranging from the AutoGun to things like the Payload Accelerator and the Manhattan Laser, 24 tactical equipment items that run between radar jammers to armoured mecha exosuits, 24 Bionics implants which range from Coagulant Sacs (clotting agents surgically grafted near arteries so when you take critical damage you revive with a bit of health by stopping the bleeding) to a NanoFibre BodySuit of synthetic muscles

It's been a hell of a time to make and for a summary in the last play test my two players who were under-geared for the mission (because they forgot to check their options haha) fought their way through a basement level and back up to the surface, manually over-riding some micronuclear generators and blowing away half of the mountain in the resulting nuclear blast.

It's a great time, and I'm play testing a stealth mission pretty soon so that'll be wicked fun

Jubal:
Aw, the Edge Chronicles was a big part of my childhood :) It's actually quite an interesting setting, like it's sort of aesthetically like C17th/18th and has quite a simplified world with a big 'ol peninsula justting out into open sky, with the vast "Deepwoods" at the base end, a river running down the middle, then a swamp, then there's a city built at the tip. (In fact two cities - one at ground level, one on a giant flying rock chained above it.)

Anyway the relevant bit here is that a core part of the early (chronologically) bits of the setting is the presence of flight-rocks, which are basically, uh, buoyant rock, and you can then put them in a cage sphere and build a ship around them, carefully adjusting temperature and systems of weights to keep the thing balanced (the job of the ship's Stone Pilot).



But yeah, if you can get your hands on a copy of the original trilogy (Twig Trilogy) or the prequel trilogy (Quint Trilogy), I think it could be quite interesting for your bits of setting design: it's children's fantasy by and large, but it's well written and good fun, and if I picked up a game with the pitch you've given to Gunwales it's very much the inspiration/source material I'd first think of.

I'll let you know some thoughts on Flatline when I've had a chance for more of a look :)

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