$3,009
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65
backers
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Funding Unsuccessful
The project's funding goal was not reached on Fri, February 21 2014 10:39 PM UTC +00:00
Adam RoegerBy Adam Roeger
First created
Adam RoegerBy Adam Roeger
First created
$3,009
pledged of $8,000pledged of $8,000 goal
65
backers
0seconds to go
Funding Unsuccessful
The project's funding goal was not reached on Fri, February 21 2014 10:39 PM UTC +00:00

Update #2: The d6 System, and official Facebook page

Hey there everyone!

The kickstarter is humming along, and I thought I would post another video! This one discusses some aspects of the game system being designed alongside the unique setting. I don't talk about all parts of the system in this video, but it does explain the basics. As I've said, this is all a work in progress, so expect some things to be altered along the way.

In other news, On the Backs of Gods now has an official facebook page up and running! You can check it out at https://www.facebook.com/Onthebacksofgods

Thanks for all the support, and let's keep it going!

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    1. Ruben L.Z. Tan on

      Fair enough. Just a note - if you do the probability, on a dice pool of 5, there's a huge chance of 1 success if you need a 5 or 6. After 5 dice, there's a diminishing return towards getting a at least 1 success (I think the difference between 6d6 and 7d6 is a mere 0.0x%), so in my opinion, trying to balance out this kind of dice pool mechanic is really difficult - it doesn't really scale evenly. Not to mention that in my own playtesting, the majority of my playtesters don't like to roll more than 5 dice on average.

      Also, I hope you have non-combat mechanics more fleshed out, like special moves that you can use during social encounters. Emotional manipulations - both Mistborn and Dune have it to an extent - is one of the rarer mechanics you see in RPGs nowadays.

      Finally, I hope you're building the system with a focus more on simplifying the life of the GM. I've ran a few games and immediately ditched the system in favor of fudging it because me as the GM have to do too many things before I can get into the fun part (for a GM): narrating the story.

      All the best! Update more! I would definitely upgrade my pledge level if you can provide us backers with more juicy information about this world of yours.

    2. Adam Roeger Creator on

      Hey there Ruben. The system is very much similar to the system Shadowrun uses, just with most of the extra complicated rules left out. I'm sure I didn't do a fantastic job of describing it, as I tend to blather on. The variable number of successes is only there if you want, you can just have fail or succeed. It's not as complicated as it perhaps sounds, but I suppose that's not a great thing to have either. And I must have messed up my point, since it's meant to be a system that really discourages combat. You can take down an opponent easily enough if you build yourself as a combat character, but most characters will go down just as quickly. Even quicker against monsters. No, I imagine a game where players need to be a bit more resourceful and intelligent than just smashing everything.

    3. Ruben L.Z. Tan on

      I am very concerned with the system itself. Let's call the die score "where if you get equal or higher it's a success" as hit threshold. Right now your task resolution system has (1) variable hit threshold, (2) variable number of success and (3) variable number of dice depending on advantages and disadvantages. This sounds like the exactly kind of situation that old d10 dice pool systems (storyteller I think) were trying to avoid in the first place: it's needlessly complex. That doesn't sound like it will be easy at all.

      Also, there's a huge focus on combat here. Is that the central theme of the setting, where you're always running into fights?

      I think adopting your setting to a more matured system like D6, micro-D6, FATE and such would do you more good than figuring one out yourself.