Kalijor: The Role Playing Game
Kalijor: The Role Playing Game
The Kalijor Role Playing Game. New system, new rules. Play with or without dice. Three versions. One for every age range.
The Kalijor Role Playing Game. New system, new rules. Play with or without dice. Three versions. One for every age range. Read more
The Kalijor Role Playing Game project is intended to not only bring the world of Kalijor home to your gaming table, but to help you introduce the concept of pen and paper role playing games to the next generation of gamers.
With the rule engine we've built, the system can be increased or decreased in complexity, allowing us to build three different versions of the game, all using the same core rules. This means that young kids, ages 4-7 can play the game (with parental assistance and supervision) and learn to recognize numbers, do basic math, and begin to establish and hone critical thinking and imaginative problem solving skills. We call this the 'Grow With Me RPG' system.
For kids ages 7-13, we add in another layer of logistics, giving them more attributes, more bonuses, and more granular control over their character's progression and advancement. But we still keep the game quick and easy by not bogging them down with the minutia of character generation, tracking experience, leveling up, etc. Character progression is tracked more like a video game with advancement handled by upgrading equipment.
For older kids and adults alike, the full version of the game is a robust and feature-rich system that allows for full character development, more bonuses, skill progression and acquisition, and more.
The Kalijor RPG is built on its own, built from the ground up, game engine that allows groups to play with or without dice, depending upon the style of play you and your group prefer. If you choose to play without dice, then the skill ranking system allows the group to decide success or failure of actions and combat, and if you choose to play with dice, then the game will support you with a robust and comprehensive system that will meet your needs.
Combat rolls are made on 2D10, which serves to normalize results and increase the relevance and importance of skills and attributes. A side benefit of this is to make critical success and failure a much more rare occurrence (1 in 56 odds).
The skill ranking system allows for both contested skill rolls and rolls against target difficulties based upon the complexity of the task and situation.
- Play with or without dice!
- A complete new skill, ability, and spell system.
- Combat can be story driven with bonuses and play by play rolls, or quick and dirty with higher level skill rolls (or no rolls at all if you decide to play without dice).
- Explore Virtual Reality as you attempt to hack through firewalls and other network security.
- Build your own space ship to haul cargo, transport people, or harry Conglomerate forces.
- Build your character from an extensive list of cybernetic upgrades, genetic modifications, or special abilities; or try to take on the world as a good old basic human being. Then switch to Kalijor and access an impressive list of spells and equipment.
- Play as employees of any of the 'Big Five' corporations that make up the Conglomerate, trying to maintain order and harmony, or as the outcast Dissidents, trying to make ends meet on the fringes of society, or strike out against the Conglomerate.
- Play a science fiction campaign, a fantasy campaign, or move back and forth between worlds as your story requires. You decide!
Races include (but are not limited to):
In the Future world:
- Base-Line Humans
- Gene-Line Humans
- Tech-Line Humans
- Psi-Line Humans
Classes include (but are not limited to):
In the future world:
- The Pincher
- The Runner
- The Corporate Courier
- The Conglomerate Officer
- The Conglomerate Pilot
- The Mercenery
- The Criminal Element
- Martial Artist
The Kalijor RPG will be premiering at GenCon 2013 at the G33k & Co. booth in Entrepreneur's Avenue where we have been awarded an advertising fellowship on the weight of the Grow With Me RPG!
Risks and challenges
Challenges this project may face:
At this point our worst enemy is time. Play-testing is proceeding well and feedback continues to be excellent so we are on track to release the games at GenCon Indy 2013.
The schedule has been padded a bit to allow for complications and the possibility of the unforeseeable is always there. Best efforts have been made to make sure that these issues do not impact the production timetable and we have a dedicated team of people that all know the plan and have access to everything.
All four artists have committed themselves to the project, the bulk of the writing is done (except for introductions, prefaces, and some other little, non-mechanical blurbs), and we are just working on making as many refinements as we can via play-testing before publication.
In short, the game, in all of its iterations, is all but finished. All we need is art, some layout, and a few little touch-ups.
Q: In what way are you, Paul, qualified to write and publish a Role Playing Game?
A: Good question. I've been playing RPGs and writing stories most of my life (for the better part of 35 years). I've played many systems and am usually the GM/DM/Story Teller, so I have a fondness for learning the mechanics of the game and a pretty intimate knowledge of which parts work, and which part's don't. As with anyone who has written a new RPG, I took the mechanics that I liked from dozens of systems, worked very hard at streamlining the new engine, and have solicited as many and varied opinions from long-time gamers as I can.
I have engaged numerous groups to play-test the system and have been very rigorous about taking their feedback, making changes and getting new updates out. The game has been in testing for years, and in its current state for almost 24 months with most changes being primarily tweaks to small pieces of the system. We still have a couple minor things to tweak, but that is almost entirely playing with verbiage and adding some skills to beef up character diversity. Mechanically, I feel the book and the game engine are in very good shape and ready for prime time.
That said, I have been publishing books since 2007 and I now feel that my understanding of the process, mechanics, and industry is at last up to the task of getting this game to market.
It isn't a walk in the park, to be sure, but I have made a lot of contacts, and built up an incredible support structure around my operation to make sure that important tasks/details do not get dropped. The turn-around time on publishing new books is months shorter than when I began, and the quality of published material has increased exponentially. I have four amazing artists willing to chip in on the project and the Grow With Me system is needed in the industry.
Q: So, you've written a new RPG. Is it one shot and done? Or is there more support planned?
A: So glad you asked! This is by no means a one-shot deal. We have plans to write dozens of sourcebooks to add to and enrich the world of the Kalijor RPG. In fact, we already have a dozen of them in various stages of completion. Two of them are nearly finished and require only a little more work, and some art, to get them to you!
Q: Okay, so you're planning sourcebooks. What will they look like?
A: In the beginning, each sourcebook will center on a major population center in the future, or in Kalijor, and provide some details of the surrounding area(s). At present, the plan is to release one book for the future, then one for Kalijor, then repeat the cycle until all of the major cities/locations are covered. After that, we'll see what happens, but there are plenty of places to detail before that is a thought we'll need to entertain.
Q: Will there be multiple versions of each sourcebook? One for each age range main book (Kalijor RPG, Kalijor: Kids RPG, Kalijor Grow With Me RPG)?
A: At present, the plan is to publish only one version of each sourcebook. The beauty of the Kalijor RPG game engine is that the mechanics are easily adjustable to accommodate each version of the game. Rather than publishing multiple versions of the book, we'll include a brief blurb at the front of each to explain how to make adjustments to play with each version of the rules. In most cases, this means simply disregarding certain logistics and in others it means combining attributes into pools before playing.
Q: What will happen to any additional funds contributed beyond the primary goal?
A: Additional funds will result in more art in the books, and more copies on hand at GenCon 2013.
Q: What happens if the funding goal isn't reached?
A: We will fund the books through alternate revenue streams. The books will still get published, and we'll still be at GenCon, but there will be much less art in them (and I'll have to slow down the timetable on sourcebook production because more of the profits from sales will have to go toward paying down the debt incurred to finish publication).
Q: How many copies will be at GenCon?
A: The $8,000 goal allows for the payment of the artists for a basic amount of interior art, the cover art, the cost of publication and copyright, and 150 copies of each book to take to GenCon.
Q: When you say more money means more art and more copies, what does that mean?
A: After the initial goal is met, every additional $100 means 1-3 interior images (depending upon size), and 1-2 additional copies. There is, however, a maximum art threshold and, while we aren't sure where that is just yet, once we reach it, all additional funds will go toward copies, then the first sourcebook once we feel we have enough copies to handle initial sales demand.
Q: Have you accounted for Kickstarter fees and rewards/shipping costs in your calculations?
A: Yes! The $8,000 funding goal includes our actual needs plus 15%. The extra is to account for the Kickstarter fees, Amazon Payment fees, and a little bit more to cover rewards and shipping. We aren't passing all of the costs on to you, my generous supporters, but we are asking you to assist us with them.
Q: What's up with the terrible lip-syncing going on in your video?
A: This is merely illustrative of why I have chosen to be a writer, rather than a videographer. In truth, I have no idea what caused that issue. It just rendered that way when I pushed the button...
- (30 days)