Yesterday I made a post about damage and injury in the Tokyo Ghoul fan RPG. I also talked about how I wanted to keep the game simple, which I ironically didn’t do with the damage mechanics. Here I try to patch that up.
Now that I’ve signed up for the GURPSday list it might be time to actually write something about GURPS (well… except for that one thing I did before). I might not make GURPS posts all the time, but I think I’ll manage one once in a while. But before I do something dumb and get shouted at by the GURPS masters I should probably just do a quick note about how I came upon this system and stuff.
I’ve been working some more on the Tokyo Ghoul RPG I’m making. It’s still not official or anything (not that I expect it to be), but it’s fun. Lately I’ve been thinking about how one should perform attribute checks, and how damage should actually work. I still like my old idea of dividing damage on a toughness score and having that giving the final injury amount. We’ll see how that gets solved.
I’ve been thinking of the attributes I mentioned the other day for that Tokyo Ghoul based RPG system (and ultimately campaign). I think I’ve got strength pretty much down about what the levels give for secondary statistics. The other three stats don’t really need such a table but are instead an area that the attribute can be used at. Enough babbling, let’s get going with what I though up since then.
I did mention I’m making several different systems at the same time, I believe. One of these is based on Tokyo Ghoul (by Ishida Sui), because that world is awesome and well though-out. I’ve thought about if for a while (together with my girlfriend), and I think it would be a very interesting game setting and system. So… Here’s some bits from it that has been thought out so far… Although it is massively subject to change. Also, possibly not that exciting for the uninitiated, but oh well. Here goes.
I have been thinking for a while about how level systems work badly in some ways, and what the other alternatives for character advancement are. I wasn’t sure about if I was going to use classes and levels for EoG, and I’m still not sure. I might keep the classes, or I might do some “organic advancement” thing, or a mix of both.
This is the class from the eastern archipelago in Empire of Gold. These are the battle-is-our-religion people who go around having their preschool teachers actually being grizzled warriors, and believe that’s it good to go on a small war as a vacation from all that tiring gardening. The other edge of the sword is their belief that every proper warrior should be a students of other arts than that of killing. Music, poetry, or painting, and preferably more than one of those. Also, this system is in an pre-alpha state, so most statistics are kind of guesses that will probably change a lot.