A post-nuclear apocalypse base-building RPG with exploration elements.
A post-nuclear apocalypse base-building RPG with exploration elements.
This project will only be funded if it reaches its goal by Thu, August 29 2019 6:54 PM UTC +00:00.
What Is HOPE?
HOPE started as an exercise to test out a tabletop game engine I'm developing. HOPE has taught me a lot about what does and does not work with this engine.
But that's enough about the engine. Let's look at HOPE. Let's see why it grew from an exercise and into a game I think is worth sharing. You can find a preview here.
HOPE is a Tabletop RPG with moderate complexity. The goal of this game is to set out into the decimated wastelands and grow the Hope Township into a flourishing place.
Hope is set in a world not unlike our own, only several hundred years after a nuclear holocaust. If you so choose to play Hope in our world then you may, just bear in mind the provided map covers a vast stretch of area not too unlike central Canada to central Mexico.
You will take charge of the common people of Hope. You will lead them through dangerous radioactive wastelands, pit them against foul mutated beasts, and ride off into the hazy sunset. You will wade through the ashes of despair to raise Hope!
How Does It Play?
The Core Mechanic is simple. You have a score between 1 and 5, you have skills ranked 0 to 3, and you have situations ranked -3 to +3. If you want to perform an action that requires a skill check you have to add these numbers together [ABILITY SCORE + SKILL RANKS + SITUATION MODIFIER] to create your Target Number. To resolve the task you simply roll a couple of 10-sided-dice (d10) with intent to roll the Target Number or below to succeed.
This is commonly called a Roll-Under Resolution Mechanic.
Beyond how to solve a roll you will create a character by choosing what their Role will be and what their Profession is. These give your character certain advantages in certain areas. You could focus your character fully on being a physical combatant or may divide your focus into knowing how to keep people alive and finding the things needed to keep your vehicle going.
Once you know what your character is going to be you roll up your Ability Scores and assign a few things.
Nothing to it, right? kind of like a lot of other games, right?
Well not quite. Once you Have your character made that's about as good as they will be as a character; no levels, no Hit Point Bloating, no none of that traditional tabletop RPG game stuff from here on.
The only Progression they will get is with skill ranks and how their Profession modifies their skills. You may be wondering "how do they progress at all without levels?" and I'm glad you ask. The more you do a thing the better you get at doing that thing. Just like in real life.
Yes, you have to keep up with how often you do a thing in order to progress. No, it's not really any harder than keeping track of experience points, levels, AND skill ranks.
The way Organic Progression works is every time you perform a task and critically succeed, you mark a tally by the skill, once you have enough tallies you gain a skill rank. Statistically speaking, you get one critical roll out of every ten with an approximate 50/50 chance of it being critical success or critical fail. So for every critical success you roll it's actually something along the lines of 10-20 attempts. You can mark down twenty tallies or keep it simple with one tally.
Furthermore, depending on your chosen Role you will progress with certain skills faster than others.
How Does It Play For GMs?
Everything is laid out in a way that all you have to do is understand the rules, generate content, write it down, and run the game. As for the content that you can generate there will be tables for making mutated beasts and plants, for creating missions of different types and each with different complications and hooks, and lastly how to generate locations of interest. Really the dice will do most of the work.
There are plans for a GM play aid of a booklet (free PDF, at cost printing) which will hold everything a GM needs to play. This will include sheets for filling in generated/made enemies, different events or enemies that occupy a certain location on the map, a separate copy of the map for you to fill in and keep separate from the player map, and even a rules synopsis for rules you may often reference.
What is the Funding For?
To be honest, the game is in a pretty stable state. I have artwork and I know where corrections are needed- despite needing testers of an unbiased nature. However I need funding for future products and to make this one even better- could always use more artwork.
Kickstarting this project will get me the means to fund at least one of my other projects and hopefully enough to publish this Engine I'm using.
The book will be in a small format of 5.5" by 8.5". The reason for such is because the game doesn't need to be in a large book and large books take up a lot of valuable table space. I'm of a mind that smaller books are better when working with a limited area. As of now the booklet is about 70 pages and upon release will be closer to around 90 pages.
The print options after the kickstarter are, as of now, only for softcover premium color printing. I don't plan on using hardback books because I want to emphasize on keeping the game as cheap for the consumer as possible. However backers will be getting KS exclusive hardbacks.
Not a "First created, 0 backed" creator but this is my first created project so I'm learning as I go. Bear with me please, and thank you in advance for your time.
STRETCH GOAL 1
At $501 I will open up the playtest and contest to backers. Check out the updates to find the discord link, the discord link holds the rules for the contest. Public playtest will start a week after the closed playtest, though non-backers cannot participate in the contest.
STRETCH GOAL 2
At $750 all backers will get an at cost print voucher for the softcover version. Even Donation tier. There will be no difference from the hardcover and softcover aside from the cost of printing and the hardcover being a limited run item. Also at this goal HIGH ROLLER tier and above will get personalized messages added to their delivered books, making them one of a kind.
STRETCH GOAL 3
At $1,000 the third stretch goal will be unlocked. You can vote for it in the discord (link to discord). Votes are in! Voters decided on more mission types. There will now be an extra two mission options to generate from!
STRETCH GOAL 4
$1,250, You voted and TIED! However instead of being awesome I chose the one of the two I prefer as a tie breaker. This means we get rules for Faction Wars!
In addition to this, the GMless toolkit will be made available to all tiers except Donation Tier. AND LASTLY, the One of a Kind tier is also getting the randomly generated GM Play Aid I'm going to use in an upcoming game with a select few backers! Truly a One of a Kind deal!
STRETCH GOAL 5
At $1,500 we will unlock either More Setting Material or Starter Missions. Vote now on the updates or in the discord server!
STRETCH GOAL 6
At $1,750 whichever of the two above is not chosen shall be the reward here.
Risks and challenges
Honestly, by the time this project ends the document should be completely ready. The only thing it lacks is public playtesting and a setting section (still debating on if it needs a full-blown setting or if a vague/implied setting is the way to go). Once the project is funded and ends I will distribute the playtest material to the backers and keep track of your findings through the discord link. I plan on this phase lasting no more than a month or two at the longest.
Aside from that, distributing the PDF and print voucher rewards might be a hassle. I plan on looking into a way to streamline their distribution while the project runs (open to suggestions).
- All gone!