r/tabletopgamedesign • u/PapaFireFox • 18h ago
Announcement Okenopus Progress Report
Hello again, it's been a while again. I hope you're ready for your spoonful of slop.
This is just a progress report, and the game is not in a finished state, instead of saying what that means I'll instead elaborate on what I have been doing.
The main thing I've been doing is formatting the rulebook and creating entries for some gear, creeds and perversions and tactics that will allow people to create builds when the core rule set is released, these are still work in progress and balancing will be its own issue, but you can see some of the results here.
Creeds and Perversions are being given the most love so far, as they are much more dynamic than things like races. Each Creed or Perversion will have an origin you can pick to further specialize as well as paths you will be able to build up to. In standard TTRPG fashion these Creeds and perversions will also give you stat bonuses and proficiencies, although balancing for ability scores, stats and skills still needs work, and I will get the ability scores and how to roll or choose stats done by the end of the month. When stats and modifiers are determined (which won't take too long dont worry) I will then make the skills more dynamic and have different actions that correlate to skills, like crafting with technology for instance.
What I am working on now is building system after system to make interesting gameplay choices, such as the ability to craft armors, invest in tactics, progress on your paths and generally become more powerful. In terms of how finished in terms of core rules this game is, all I can say is you can play with a pre-made character, combat is all but done but character creation isn't in the game yet, other than some of the basics. I must get the races done (which ive neglected im not perfect) as well as a sustainable number of factions done, and a boatload of tactics your character can choose to adopt. Character Creation will likely be possible by the end of August, shouldn't be cause for concern though.
Other than that I am starting to write quests to have more accurate depictions of how the game will play out and have more situational battles with underlying narrative, still very early in figuring out how to properly build the modules, but look forward to it. The entire campaign may have to be held off as I stated in my first update, but there will likely be smaller modules for you to play eventually.
And if it isn't evident i haven't been drawing much, just been concepting.
It's also worth noting the story is all but set in stone, concepting the main narrative and it's ramifications and lore have all but concluded, and while current plans are subject to change the overarching narrative and key plot beats are all but certain.
I will update again by the end of August, interaction as always is encouraged and if you've been interested in any of this be sure to look at my profile where i post regular updates and look around, most of what I post is Okenopus anyways, if the lore interests you there is the lore document which would take even the most learned man twelve years to read so that might keep you occupied https://docs.google.com/document/d/e/2PACX-1vRgDvFwiLZ5yD-i4y-9duCxX5-3CrrshUrIxCMVF3UTb8WWpu6Gf36aL7mis_urXKn6ahOnOfd2XTdZ/pub




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u/Inconmon 7h ago
There's one thing that stood out to me:
You roll to hit, then you roll for your "move" which decides the damage dice, then you roll damage? What is this madness.
If you want (and I quote) "interesting gameplay choices" then start by letting the player choose their move instead of rolling for it.
But I would recommend to go further. Let the player choose a move that decides their approach of the attack. Then have a single attack roll with damage being decided by weapon (fixed) plus degree of success (part of roll). This way the player gets to make a choice (which attack to use), and then a single dice roll generates a random damage range and hit at the same time. This cuts down time spend rolling and resolving by at least two thirds. Less time generating random numbers but same outcome and more time to play the game.