bombadil wrote in My game is live now: VI·VIII·X KUP RPG!:This is really cool, Axel! I read through your blog posts and have to say the concept is really appealing and sounds like a lot of fun. Just purchased the core rulebook and can't wait to read it. 8)
vault keeper wrote in My game is live now: VI·VIII·X KUP RPG!:i am looking forward to reading this, my congrats!!
Zenonmarfat wrote in My game is live now: VI·VIII·X KUP RPG!:Congratulations on this project aia! I can only imagine the amount of hours you sunk into this and the amount of hours to come...yikes! Sounds like you're own Cisteen chapel ceiling project (see if you can beat Michelangelo's 4 year timeframe!) :D The title definitely has me intrigued. I just purchased hardbound copies of all 5 products and am eagerly awaiting their delivery.I hope it's a great success for you! Cheers,Richard
aia wrote in My game is live now: VI·VIII·X KUP RPG!:Hello Richard, thanks a lot! I actually am well aware it will not be a success: i wrote this game in order to leave a message (and its relative roleplaying style)... this is nearly sure it won't help sales! I didn't write these rules to please 5E gamers, I wrote them (and these are only the beginning) to let them know that 5E or any other 'modern' rpg push them into a direction i would not undertake...But i am falling again in the same error... i should not write such things here, apologies!If you're interested in my view, i am happy to invite you here:https://6810kuprpg.blogspot.com/2022/07 ... oject.htmlThanks a lot in any case for your purchase! I look forward to hearing from you any comment/opinion, be it positive or not! Should you then decide to join the playtest, pls let me know!As a lateral thinking for our community: i should actually expect from you wishes for the complete failure of the project... this would grant an extremely low number of copies of the game sold and in the next future a high collectability of this title... (Needless to say, i am joking! ...but at the same time i am a bit scared by this...)
Apparently, rarity of items has a negligible value in the collecting community is what I've learned.
Deadlord wrote in My game is live now: VI·VIII·X KUP RPG!:Nice job! I created a similar system, where damage is debilitating (for both sides) and stats/HP/etc. are handled by the DM.
Deadlord wrote in My game is live now: VI·VIII·X KUP RPG!:Nice job! I created a similar system, where damage is debilitating (for both sides) and stats/HP/etc. are handled by the DM. It's a lot of work for the DM but I have found the players enjoy it much more. If they feel "weak", they can't say "Well, I have 13 HP left and the orc can only do 8 max without a crit, so I can handle one more sword strike. I'll keep fighting".
Deadlord wrote in My game is live now: VI·VIII·X KUP RPG!:One of the things I do is roll an associated hidden dice with theirs, and add the two. So rolling a 19 on a save vs. poison does not necessarily mean you saved. It has turned out to be more realistic, and in the case of poison is much more suspenseful.
Deadlord wrote in My game is live now: VI·VIII·X KUP RPG!:Freeform magic has been a little tougher. I've tried a few approaches, and the one that works best so far is to allow the wizard to dictate the effects of the spell, then compare it to the closest existing spell to determine cost and possible failure. I haven't seen your system but I'm sure it's good.
Deadlord wrote in My game is live now: VI·VIII·X KUP RPG!:Best of luck, bro! Once I finish douching my collection I will buy your books. Writing and publishing an entire system is a daunting task, I'm glad you persevered and did it!
sauromatian wrote in My game is live now: VI·VIII·X KUP RPG!:That's how I handle damage in my homebrew system as well. The PCs choose how the damage affects them, so spellcasters will choose to lower attributes like strength, while fighters choose to lower intelligence. The PC evolves to gain weaknesses which counter strengths.Keeping the stats hidden from players is the approach I believe Gygax preferred to take. I think that much of the clunkiness of 1e is intentional, so that players are encouraged to focus more on roleplaying than on exploiting the math.The low price for a hardback could be promoted in terms of how it's a tiny fraction of Wilmark Dynasty publication prices. You could also point out that your system is an economical game for a group of players to adopt, because it is not likely to be subject to increases like the recent 300% inflation of Wilmark Dynasty publications.
sauromatian wrote in My game is live now: VI·VIII·X KUP RPG!:Keeping the stats hidden from players is the approach I believe Gygax preferred to take. I think that much of the clunkiness of 1e is intentional, so that players are encouraged to focus more on roleplaying than on exploiting the math.