Essence 20 and me continuing to babble endlessly as usual
So, I’ve dropped something I’ve been calling “Essence 20” a few times in the last couple posts. For those relatively new to this blog, its original focus was on game design – specifically RPGs of my own design. I say it was about them, not actually about finishing them. I have one complete and one kinda-almost-but-not-really-complete game on this blog.
There’s a link up above tome called 16 Bit Heroes Alpha – Incomplete, and that’s more or less done. Well, sorta. Okay, not really. As far as I can tell, the math comes out about right, but I have yet to run a game using it, and I finished the blessed thing… oh, ages ago. Somewhere one this blog is also a game I put together on a rainy Saturday afternoon called Quick Play. It’s pretty good stuff, and is much more complete than 16 Bit Heroes. Of course, it’s also only about three pages long. It’s kinda hard to eff up the math in a three page long game. I’ve seen it done, but I think you almost have to try to do it.
Anyway, part of the problem I keep running into is that I want a moderately complicated game system – kinda like 3.5 before there were a bajillion splatbooks. I like tactical map-based combat (sue me). I like character options – the more free form character creation can be, the better, I say. It’s one of the reasons why GURPS is one of my favorite games of all time. Well, was until 4th edition, anyway. I also love 6e Hero, but that’s a whole ‘nother kettle o’ fish, as they say.
As I pointed out, I want a game with a system complexity level right around the d20 basic system – more specifically, right around the d20 Modern level, which, even with several additional books, never really became all that complicated. I also like the talent trees, and so on – nothing I haven’t raved about here before.
Alright, set that all aside for a minute. I have a homebrew game setting that spans multiple genre while remaining grounded in good old fashioned fantasy. I’ve been working on it since I was 9 or so, and it got a whole hell of a lot of definition when I was in High School during a very long campaign I ran (using GURPS) called the Essence Quest. Most of the people I played with in that game are still my best friends today; to date, I still think it’s the best game I’ve ever run, in no small part because of the just effin’ awesome collection of players.
One of them pointed out to me recently that I’ve tried many times to adapt my setting to game systems, and that I need to actually do the opposite: either design a game system around y setting from scratch, or adapt a game system to my setting. You know, not my setting to the system – the other way around. Devan, you were right. As with all things RPG related, you and the rest of the Crew are usually right. As if you didn’t know that already, ‘ya smug bastard ;-)
Essence 20 is me taking the d20 system – primarily, but not exclusively from the d20 Modern SRD – and beating it until it fits with my game setting. I’m not adapting the setting to it, I’m adapting it to the setting. Essence 20 will include free-form character creation and development in a classless environment, all based around the solid d20 system framework. I will eventually need help on this project, which is something I’ll get to in later posts.
Essence 20 doesn’t use the traditional d20 system stat set, instead focusing on Talent Trees to develop a character’s abilities (“stats” are based on what you can do instead of the other way around – although it is actually kinda recursive). I’ve put together some pretty extensive talent trees, a la:
You’ll have to click on it to see it, sorry – it just won’t fit properly on the page here. Heck, you might need to open it in a new tab, or download the image and use a graphics viewer. Do what you have to if you’re curious. My friend Pat pointed out that this might be the first game book ever to need to be published in 11×17. I laughed, and then my laughter tapered off into silence when I realized that he had a point.
Basically how it works is that you get a certain number of points to stick in Talents when making your character. Each point in the Talen also gives you access to a Power on the talent tree. Experience allows you to add in new Powers, and the total number of Powers you have in a particular Talent Tree is the score for that particular Talent. For every so many EP spent improving the character, you gain a Feat. Racial abilities come by building up a race-specific talent tree. The value for Talents is used for things like skill rolls and so on. If it sounds complicated, that’s just because I’ve done a shit job of describing it here. It all comes together pretty smoothly when I’m describing it in person.
There are finer details to work out, but the basics are already done. I hope to start a playtest/dev game this Friday. We’ll have to see how schedules work out. As I come up with more, I’ll post it here, of course (it’s kinda what I do), but the fact that I’m hammering an extant system instead of developing one from scratch means that a lot of the work is already done. If I do this right, you’ll even be able to use other d20 type books (specifically d20 Modern and/or D&D books).
I’m doing an “all rights reserved” thing on this for right now. The final game system will be OGLed, while most setting specific stuff will probablyn be held back as “product identity”.
I know it’s not much to go on, but I welcome feedback and questions in the comments as always. Oh – and tell your friends about me!
next post: back to D&D Next, and a discussion about Non Disclosure Agreements