Valkyn Is a Tabletop RPG set in a fantasy setting. It's designed to contain rich & deep stories as well as fast paced & fun combat.
Valkyn Is a Tabletop RPG set in a fantasy setting. It's designed to contain rich & deep stories as well as fast paced & fun combat. Read more
Valkyn is a New Tabletop RPG that we have been working for a couple years now. So far, we have completed most of the core rules. This project will give us the ability to copyright, publish, and obtain artwork for the game. It will also fund the Valkyn website which will include download links to the PDF books for free as well as online reference to all the material.
Valkyn is set in a fantasy world in a time when the gods have been cast from the heavens and forced to walk amongst the mortals. It has a very rich and in depth history that links how each race came into being, how the gods interact with each other and even how they came into being. One of the reasons for this is everything in Valkyn came about through a extensive ongoing game where the gods themselves where the characters. This created very rich stories and spawned many side games to further detail things like the kingdoms, and the interactions between them.
How is Valkyn Original?
Some of what makes Valkyn different is that the books will be sold without us gaining any profit. We will be offering free PDF books available for download right from our website. Further, if you want a hardbound copy, we will offer it. All we will charge is what it costs to get it to you. We don't stop there though, Valkyn is a ever evolving world, it has constantly evolved over the years and we plan to continue that trend. For you that means free updates and PDFs that will include adventures, monsters, maps, and new major events of the world.
For Larger publications that exceed what we can fund on our own we will turn to you, the community. This puts the power of production in the hands of the players. If they want something developed, then it will become top priority. Valkyn is heavily player/community based. We plan to not only listen to what our plays thing and want but actively seek out such feedback. Now we realize there's no way to please everyone but that won't prevent us from doing our best.
Part of what drives us to this project goes beyond the system, beyond the world. We wanted to produce a game that not only is fun and easy to play, but a game that isn't about making money. A game that is focused on the players; on the game not on profits. We were tired of throwing all our old books out so we can keep up with the newest system. It got expensive and seemed to only increase in regularity as of late. If we ever do any massive reprint of the book it will be at the communities request and we will do our best to give discounts to everyone that has current hard copies. But the goal is to do it right the first time.
So let me get into a bit about the system that was developed. I won't get into specifics as it's still being fine tuned, but here are some of the highlights.
Combat - We put a lot of effort into considering the highlights and downfalls of combat in other systems. One of the consistent things was that combat needed to both allow the players the freedom to do almost anything they could imagine, while still maintaining balance at a swift pace.
Role playing - As fun as combat can be we also wanted a rich immersive story side of the game. To this end we have two sections of the character sheet that deals with the challenges the characters will face outside of combat. We were careful to keep these skills and knowledge's separate from combat. This allows the players to use them to describe and fluff their characters rather then feel like they must take certain ones to be effective in combat. We also are developing skill challenges that work similar to combat but are used for a large number of social encounters. This system will be a optional rules to help spice up noncombat encounters. Of course, at it's core, besides offering a rich world to run the game in, it's really up to the GM to make the story their own and immerse the players.
Gear - We took Equipment in a different direction than most games. However, we kept a quick standard stock for weapons and armor. We have item creation rules that allow players to make equipment that is balanced, yet extremely diverse. The rules are actually pretty simple and easy to follow which means it is a quick and painless process.
Character creation - We wanted to cut back on the time needed to make and level up a character. For this, we put a lot of time into making the character sheet. Not only is it easy to make and level up a character sheet there isn't a lot of need to flip through pages. There is also virtually no erasing as you continue to level up.
Powers - So while we have the basic plain basic attacks, we spent a lot of time in making a multitude of other options available. We spent even more time making sure that they felt different. So, while the axe wielding barbarian has a lot of cool martial powers that he can utilize if he learns them, they have a very different feel from the ray slinging caster.
Freedom - One of the Main Key design ideas was freedom. While we do have titles that are selected after you advance past the first few ranks, the titles don't have a huge impact; mostly, they help shape a character, and add a little extra something to aid you in fulfilling your role. They make using certain powers a little easier and set a basic theme but in no way force you to follow that theme. We strive to make sure there was virtually no limit to the different combinations you could make. It is completely doable to have your axe wielding barbarian also know how to toss out a few rays just to catch his foes off guard.
So while I could probably go on about everything we have done for days I will wrap this up here for now, but if you really are interested in more then check out our website at www.Valkyn.Net
So I wanted to take a bit of time to talk about the stretch goals here.
We have four stretch goals, each stretch goal adds a reward to the qualifying ranks. We would love to reach all of the stretch goals and more. For specifics of the additional rewards see the section below. In addition to these extra rewards the stretch goals allow us to increase the content on the core book adding in additional races, power, sub-races, & art. Additionally it will help contribute towards the ultimate stretch goal of finishing the Monster Manual. We will include a PDF of the monster manual regardless of the stretch goals so don't worry as long as we reach the base funding the delivered product will be fully usable.
Stretch goal additional rewards
$8,000 Stretch 1 >Valkyn Dice bag - Only available via Kickstarter
$9,000 Stretch 2 > Set of Dice to go with your new dice bag
$10,000 Stretch 3 > Physical copy of the core book
$15,000 Stretch 4 > Physical copy of the monster manual
From watching the other kickstarters we realize that having a option to allow paypal pledges is often both desired and helpful. Thus we have included a paypal option and instructions on the use of it on the Valkyn.Net website. We prefer people use the standard Kickstarter option as it is a lot simpler to attribute the pledges to the project but have included this in a attempt to meet as many foreseeable desires as possible.
Risks and challenges
The largest risk is that we will not reach stretch goals. Without reaching stretch goals we will not be able to produce a finished Monster manual without further support.
If this happens we will release a Alpha PDF of the Monster Manual which will include the stats of creatures and needed information but lack the art and true shine of the Finished PDF. We will then launch a Second kickstarter in hopes of gaining the funds needed to finish the MM with it's full art. We set the funding as low as we could manage and still be able to produce a hard copy and PDF copy of the Core book. As long as we are funded the game will be released in a fully playable form and the core book will have it's art work.Learn about accountability on Kickstarter
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