PREQUEL: Design Diary 05

This is the 5th entry in my design diary for the design of PREQUEL, a one-shot tactical tabletop roleplaying game of heroic sacrifices. You can find the first entry here.

In an effort to drum up interest in PREQUEL, a game James Quigley and I are developing, we’ve decided to put out monthly developer diaries/logs that document some of our design thoughts and goals. You can find James’ devlogs on his blog, the Lab

If you’re interested in getting notified when the game goes live for crowdfunding, you can sign up here: https://bit.ly/prequel-rpg

Continue reading “PREQUEL: Design Diary 05”

PREQUEL: Design Diary 04

This is the 4th entry in my design diary for the design of PREQUEL, a one-shot tactical tabletop roleplaying game of heroic sacrifices. You can find the first entry here.

In an effort to drum up interest in PREQUEL, a game James Quigley and I are developing, we’ve decided to put out monthly developer diaries/logs that document some of our design thoughts and goals. You can find James’ devlogs on his blog, the Lab. 

If you’re interested in getting notified when the game goes live for crowdfunding, you can sign up here: https://bit.ly/prequel-rpg

Continue reading “PREQUEL: Design Diary 04”

PREQUEL: Design Diary 03

This is the 3rd entry in my design diary for the design of PREQUEL, a one-shot tactical tabletop roleplaying game of heroic sacrifices. You can find the first entry here.

In an effort to drum up interest in PREQUEL, a game James Quigley and I are developing, we’ve decided to put out monthly developer diaries/logs that document some of our design thoughts and goals. You can find James’ devlogs on his blog, the Lab

If you’re interested in getting notified when the game goes live for crowdfunding, you can sign up here: https://bit.ly/prequel-rpg

Continue reading “PREQUEL: Design Diary 03”

PREQUEL: Design Diary 02

This is the 2nd entry in my design diary for the design of PREQUEL, a one-shot tactical tabletop roleplaying game of heroic sacrifices. You can find the first entry here.

Now that I have an idea of the tone of PREQUEL, the next step is to determine how I want the Final Fight to work. For the most part, the Final Fight works like it does in HUNT. The biggest change is adding in the ability to identify and preserve the weaknesses. The addition of these mechanics also affects how Heroes, and their Powers and Abilities, are designed. This theme of weaknesses, and how they are exploited or hidden by both the Evil and Heroes will be a central theme in PREQUEL.

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PREQUEL: Design Diary 01

The Evil swept across the land, laying claim to all we hold dear. We few stood together to face it. But we were unprepared. It is too late for us now, our fates sealed the moment we entered into its domain. We never stood a chance…but the ones after us might. All we can do now is to confront this Evil, uncover the weaknesses within it, and pass on the knowledge we’ve gained for the heroes after us before we perish.

We will fall, but we are not the end.   

That’s the pitch anyway. Prequel (that’s the working title of the game), is a tabletop roleplaying game of heroic sacrifices that is designed to be played a single session and tell the story of a group of heroes that are fighting a great Evil, only to discover that this Evil far outmatches them and there is no hope of victory. Their objective instead is to fight the Evil, uncover its weaknesses, and preserve this information so that it can be used by the next heroes…all before they die.  

Continue reading “PREQUEL: Design Diary 01”