Showing posts with label Orrery. Show all posts
Showing posts with label Orrery. Show all posts

TTRPGs Need Deep Character Customization

By RJ on 29 January 2023.


I love being able to customize my character in games of all sorts. In tabletop roleplaying games, I love the freedom to describe my minotaur blackguard as a hulking, eight-foot-five-inches tall, grizzled beast of snow-white fur and curled blood-red horns. In video games such as Path of Exile, I enjoy the ability to create a build unlike any other, worming my way through a seemingly limitless skill tree while collecting terrific and terrible pieces of gear. In virtual reality games like Beat Saber, it's great I'm able to choose what I want to play when I want to play it without any bindings on my arms or blocks in my path.

It's also important the choices we as players make about our characters matter. What our characters say to the vampire queen should have an effect. What magic items our characters wield should turn the tides of the battle or play a key role in the story. How we build our characters, mechanically, or what we choose to be, should be important. These choices shouldn't be meaningless.

Presently, Orrery is built on three fundamental design pillars, which I promise are not mere buzzwords: deep character customization, simply powerful rules, and improvisational freedom. Each interweaves with the next.

My in-development tabletop roleplaying game absorbs elements from various systems, tabletop and not. In some cases, directly, unedited. The rest of the swiped mechanics and ideas? Altered for the better. A few examples include Path of Exile's skill tree, Pathfinder 2E's action point system, and 5E's addition of advantage and disadvantage.

Altogether, every element aims to support each design pillar.

Let's begin this series of articles discussing Orrery's design with an inspection of the first design pillar: deep character customization.

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Player Characters are the Heart of Every Game

The player characters are indisputably the most vital part of any successful game system. If character design isn't appealing to a wide audience, the game won't be enjoyable. It will fail.

Orrery's character creation and constant customization help build compelling characters for everyone.

In Orrery, players choose a definitive ancestry, an inspiring background, and a unique path through the Orrery for their character. During play, each aspect evolves, and new mechanics take hold, like artifacts and boons. However, it all begins with character creation.

The Importance of Ancestry in Orrery

Character ancestry in Orrery determines a character's appearance and provides typical points of origin in the world. While exceptions and oddities exist, Orrery provides plenty of inspiration for players with typical descriptions.

In addition, every ancestry provides a powerful passive and/or active ability to a character.

While not as strict as other games, Orrery places emphasis on your character's chosen ancestry, unlike the current iteration of 5E.

The human ancestry includes +3 to all ability scores, while the halfling ancestry grants a strong ability to fight the Feared condition, an optional dinosaur companion, and +2 to Constitution. Both also detail typical regions and settlements frequented by each, a brief history of the ancestry in the setting, and what they typically look like.

Orrery's section on ancestry stresses that while appearance and point of origin may vary greatly from individual to individual, ancestral bonuses and abilities do not. When a player chooses an ancestry for their character, it means more than appearance. It affects their character for the rest of its life in the game and world.

Choosing a character's ancestry is an important choice, not meaningless or pure flavor.

Setting Up the Board with Background in Orrery

Backgrounds in Orrery are cloud-piercing mountains of inspiration. They are also hyper-focused on setting up a character's place in the world, what their initial goals are, and how they are connected to the other characters in the group.

There are oodles of roll tables. Plus, each background gives out a slightly randomized set of items, so no two Soldiers or Merchants ever start off with identical inventories.

This game's backgrounds address a major problem I see in other games with similar backstory creation systems. It also tries to help those who love crafting their character's own history but forget to connect it to the story at hand.

Each background includes a snippet of inspiration about a character's former profession, interesting traits they might have as a result, a good reason why they are adventuring now, and a couple sample goals. None of the roll tables or snippets need to be used verbatim, though they can be. Instead, players can use them to set the board their character once played on and the board they will play on in the future.

In order, the pieces of a background in Orrery are:

  • The background itself
  • Quirks
  • Core Beliefs
  • Ties
  • Motivations
  • One background-specific aspect
  • Equipment and bonuses

For example, the Sailor background in Orrery inspires the player to think about their character's final voyage as a sailor. Where did they go? What happened? Why was this their final voyage? Is this what caused them to pursue life as an adventurer?

In addition, it provides information on what sailors typically do in the game's setting, sample personality traits, and randomized equipment all characters with a Sailor background can roll to obtain before the real game begins.

Crafting a Unique Class with the Orrery

Once a character's ancestry is chosen and their background outlined, they begin their journey through the vast Orrery, the RPG's namesake.

The Orrery is a skill tree. Presently, every character paths through the same Orrery, but that may change in future iterations of the game. Passive nodes called orbs grant minor passive bonuses to characters, while passive and active nodes called keystones grant characters powerful, varied abilities. They define a character. Other nodes do exist, but we will explore them at a later date.

Depending on a character's path in the Orrery, they can be a warrior who wades into battle and defends the weak, a raging berserker who hits little but whose hits deal massive damage, or a fighter who can home in on their foes and annihilate them with perfect focus. Eventually, a character could merge all three of these playstyles, becoming the pinnacle of their domain in the setting. They might even rush toward a certain keystone and then look for a portal node, which can take them to a completely different area of the Orrery. A warrior-centric character might portal into the magic-user sphere, or a gunslinger path character may portal into the divine sphere of the Orrery. The possibilities are numerous.

Here are a few keystones found across the Orrery:

Ancestral Bonds

Keystone Type: Active

Description: The spirits of your ancestors connect you to another when you rage. You gain 6 health points and +1 armor class. When you enter Rage, you may pool your health points with one other creature. All damage dealt to either you or the creature affects the pool. Once it hits zero, you both suffer the effects of hitting zero. This effect ends when combat ends or you choose to end it with an action point.

Explosive Surprise

Keystone Type: Active

Description: Not all bullets merely pierce. On a hit with a gunpowder weapon, using an additional action point causes your damage to spread to all creatures within 5’ of your target.

Mighty Blows

Keystone Type: Active, Passive

Description: Your rage strengthens your weapon like nothing else. While raging, you critically hit on rolls of 19 and 20. In addition, you can use 2 action points to turn a non-critical hit into a critical hit a number of times equal to your level per rest.

Steady Aim

Keystone Type: Active

Description: Sometimes staying still is superior. If you elect to use zero movement during your turn, you gain +2 on attack and damage rolls during that turn.

Wrath Deified

Keystone Type: Active

Description: You wield the destructive might of your deity in the palm of your hand. Once per rest, you enter a Deified state using an action point. While in this state, you gain +4 to attack and damage rolls, flying movement of 20 feet, and you may maximize damage dealt by one of your spells once per round. This state ends if you choose to end it, 1-minute passes, or you drop to 0 health points.

Your sneak peek ends here.

This dynamic system allows players to craft a unique class. While simple at first, clever players can take advantage of various keystones and orbs to create wildly powerful and peculiar builds. It's vital that although this is the essence of Orrery and needs to be approachable, it remains deep enough to draw players in session after session and character after character.

Ongoing Character Customization

Character customization doesn't end with ancestry, background, and their Orrery path. Throughout the game, a character will find incredible artifactspotent boons, and develop their story far more than their initial background tale.

A few magic items, the essentials, are common, but all other items are artifact-level in strength. They grant awesome passive bonuses, gripping active abilities, and even concepts that entirely change the way a character plays.

Here is an example of an artifact in Orrery:

Enzoul, the Love Eater

Shortsword, artifact, attunes itself to he or she who wields it. Only death or great magic can separate Enzoul and its wielder.

This hauntingly dark blade is immaterial, able to transform into a sword of biting black mist at-will. Its last wielder, Casto the Butcher, passed it unwillingly onto Mia Stark. Where was the Love Eater previously? Perhaps it shall reveal that eventually. Perhaps it shall not. What is certain is what the entity within the dark blade seeks: consuming love and life.

While wielding and attuned to this shortsword, you gain the following benefits:

  • You can stow the blade at-will within your body. You may also draw it at-will.
  • You deal 1d4 necrotic damage on all hits with this shortsword and heal for the amount of necrotic damage dealt.
  • You gain the artifact keystone Relentless.

Relentless

Keystone Type: Passive

Description: Not mere magic nor lack of foes can sate Enzoul. Once per rest, if you were to be Paralyzed by a spell or effect, you automatically succeed. Separately, when you kill a creature in combat, you may automatically attack another creature within 5 feet freely.

Enzoul, the Love Eater, obscures its full potential. Who knows what other powers this longsword hides?

Separate from artifacts, boons are blessings from iconic patrons and the most powerful creatures in existence. They act like keystones on the Orrery but tie back into the story and world at hand. Each game should have a unique set of boons and each World Master should attempt to make them relate to the adventure or campaign.

Aside from mechanical and flavorful customization, every character in Orrery should tell and participate in a tale or legend of some sort. The story is at the forefront of the system, all mechanics feed back into it. Combat, the Orrery, artifacts, and all else seek to ease the World Master's and players' troubles with weaving stories with mechanics. At the end of a session, adventure, or campaign in Orrery, everyone around the physical or virtual table should emerge with a lasting memory of great times with good friends, built by a game that helped and did not hinder the final tale.

In Summary

A third of Orrery's three game design pillars is deep character customization, one of the most vital pieces of tabletop roleplaying games. Remember:

  • Ancestry is an important choice in Orrery. It defines character appearance, typical points of origin, and provides a set of interesting passive and active abilities for use in the game. Players should be encouraged to try out various ancestries as they play. Each should sculpt their experience in the game and world.
  • Backgrounds in Orrery provide a path to what's on the horizon: an easy way to connect a character to the world, set up a few goals, and place them with the other characters. More than anything, this should shape the beginning of a character's story and set them up for a rich quest of fun, adventure, and danger.
  • The Orrery allows a player to form a unique class and a character to be unlike anyone else in the game or world. A character's path through the Orrery shapes their present and future in the game mechanically and narratively, and it's always shifting. Luckily, it can be simple and straightforward, or as deep as the ocean.
  • Beyond ancestry, background, and the Orrery are numerous other aspects of character customization: fascinating artifacts, plot-relevant boons, the ability to shape a legend that will last a lifetime in and out of the game, and much more.

If you enjoyed this week's post, check out last week's article in which I explored how to start a successful RPG campaign.

Also, yesterday I released the first video in quite some time on the RJD20 YouTube channel. Give it a watch now!

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Want More RPG Tips & Tales from RJD20?

As always, thanks for reading. Please send all inquiries to rjd20writes@gmail.com or leave a comment below.

The Next Orrery Playtest Document is Out: Goblins!

By RJ on 27 January 2023.

The latest Orrery public playtest document just hit the RJD20 Patreon. This time, we are building on the foundation of the core rules, character creation, and combat essentials with the drop of fourteen unique goblin monsters. Collectively, this is the goblin pack.

In Orrery, monsters in the eventual Monster Book will be split up into packs. These packs will contain a wide variety of this specific type of monster to use in your Orrery campaigns. Ideally, they might even inspire you to wield monsters in exciting ways in other TTRPGs, too! Plenty of the information within, whether it's lore, creature names, or abilities are system agnostic. 

Aside from packs, there will also be individual monsters like phoenixes or basilisks. Kobolds, orcs, giants, and the focus of this playtest, goblins, though? They'll all have packs!

The goblins are waiting for you. Become a Rat and support RJD20 for at least $1 per month to get access to the goblin monster pack and the core Orrery rules. Next week, I'm aiming to release a few solo monsters. Two to three weeks from now, we'll have the second iteration of the core Orrery rules. 

Regardless, new Orrery content and more will drop every Friday on Patreon.

All support is welcome.

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Want More RPG Tips & Tales from RJD20?

As always, thanks for reading. Please send all inquiries to rjd20writes@gmail.com or leave a comment below.

Here's to greatening your game and world: cheers!

The First Orrery Playtest is Live!

By RJ on 20 January 2023. 


It's here: the first public playtest of my upcoming tabletop roleplaying game, Orrery, is live. 

Inside the first playtest document linger the following game concepts:

  • Core game mechanics and ideas (action points, escalation die, no skills/classes, et cetera).
  • Character creation.
  • Five, fully fleshed out ancestries.
  • Four, in-progress backgrounds.
  • A deep dive into the Orrery itself.
  • Dozens of Orrery keystones.
  • The item system.
  • Three powerful artifacts.
  • Three spell lists (Arcane, Divine, Primal).
  • The swing of combat and action/action points.
  • Various ailments and conditions.
  • The rules on death.

In total, it's 23-pages, not including the extra Prime Orrery sheet.

I'm looking for any and all feedback.

If you would like to test out the system, get a feel for its style, and provide feedback, head on over to the RJD20 Patreon. For $1 per month, you can receive complete access to all Orrery playtest materials: the core book, the Prime Orrery, and the Orrery Bestiary.

Next Friday, I'll be releasing the first full Monster Pack: goblins. In Orrery, many monsters are split into packs, giving a variety of foes to pit against the characters. For example, in the goblin pack, there are grunts, bruisers, commandos, swashbucklers, gorgers, and more! The final Orrery Bestiary will include dozens of packs in addition to solo monsters like the basilisk, dragons, and the phoenix.

The next version of Orrery will likely drop in a month's time, around February 20th. In addition to cleaning up the current rules, it will introduce two new ancestries, fully-fledged backgrounds, a sample Orrery adventure, and a few other secrets.

If you would like to learn more about Orrery before committing to supporting it on Patreon, check out this page about the game or this article announcing its creation. Succinctly, it's a mix of Dungeons & Dragons, Path of Exile, and a few other tabletop roleplaying games I think have compelling mechanics. They're all mixed together with one of my homegrown settings, Golgifell!

Related Articles

Want More RPG Tips & Tales from RJD20?

As always, thanks for reading. Please send all inquiries to rjd20writes@gmail.com or leave a comment below.

Here's to greatening your game and world: cheers!

I'm Making an RPG: Orrery

By RJ on 16 January 2023. 


After over a decade of almost purely playing Dungeons & Dragons with minor leaps into other tabletop roleplaying systems, I'm making the switch. Not to any other established game or system like Pathfinder 2E or Savage Worlds, but into a development foray of my own. 

I'm crafting a tabletop roleplaying game called Orrery RPG.

Essentially, it's the best of D&D and a few other games, tabletop and not, woven together to form a compelling whole. Deep character customization, the freedom for World Masters and players to improvise, and a ruleset that ensures everyone at the table can maintain excitement and interest in and outside of structured encounters like battles.

While this is partially in response to the direction Wizards of the Coast is driving the game, it has been a long time coming, especially with the latest OGL nonsense.

In this article, I'd like to explore why I've grown distant and disillusioned with Dungeons & Dragons in general, what Orrery seeks to be, and what my plans are with the system and its development.

Let's begin.

D&D Needs to be Hacked

I hack D&D all the time. Fifth edition D&D is a customizable system, as evidenced by:

  • The myriad products out there editing it.
  • The ability to completely alter the game rules at the table.
  • Its ease of access to all.

For add-ons to 5E, check out the DMs Guild, venture to DriveThruRPG, or just meander through the bios of content creators from Matthew Mercer and Matthew Colville to little creatives like me. Thousands of creators have edited and added to the rules of D&D, contributing homebrew rules, daring new monsters, and compelling plots to the pool of content. These people are the lifeblood of 5E.

I know many readers may think this was added after the entire OGL debacle began, but this was drafted and ready to go on December 20, 2022. That's because it's true...D&D is successful because it has an amazing community of creators and players who love it, or used to love it, very dearly.

As for making up ideas on the fly, just play some 5E and you'll discover what I mean instantly. For the most part, you can change a rule to fit the situation at your table. However, this becomes a problem for those who want something concrete. It's not there in many situations and needs to be ruled by each table. 

This appears in a slightly different manner when it comes to the mechanics of each class, especially martials. Players are responsible for weaving their own interesting abilities or moves, it's not innate in the system. What's the difference between a warhammer and longsword? Besides the damage type and appearance, practically nothing! What is a fighter going to do at level three compared to level seventeen? Attack, attack, attack, and attack. Really, 5E is very hackable because it needs to be hacked.

The end result of the two above points leads to 5E allowing many folks to play and enjoy it. I like that, but it also lends itself to building boredom over time.

However, nearly nothing lasts forever. My desire to play 5E has faded. This primarily stems from me finally being able to play in multiple campaigns for a consistent, extended period of time. On the other side of the screen, I've realized the weaknesses of Dungeons & Dragons, at least in its fifth edition. I'll likely still play 5E, but most of my sessions are moving to my new system to playtest it. The first two happened in the past two weeks and went great.

Succinctly: WOTC is moving the game in a new direction, using lots of double speak and changing the core rules and licensing for the worse.

Why I'm Making Orrery

I'm making Orrery as a love letter to my favorite games of the era (D&D, Pathfinder 2E, Path of Exile, 13th Age, etc), spliced with elements of each me and my players deeply enjoy. I hope all of you will, too.

Simply, Orrery's fundamental tenets are:

  • Deep character and World Master customization.
  • Simple and powerful rules.
  • Improvisational freedom.

Some of its core ideas include:

  • Orrery uses a skill tree, it's classless.
  • Skills are abstract.
  • It's d20-based.
  • Combat is dynamic, deadly, and fast-paced.
  • Magic items are extremely powerful, nearly character-defining, but scarce.
  • Monsters are designed for World Masters to use as is, though they can be edited. World Masters need not do a ton of work to actually challenge players and their characters.
  • Martials and magic users both have awesome actions at all levels.
  • It uses an escalation die in battles, conversations, and delves.
  • It comes wrapped in a setting but can be used in any homegrown world.
  • Ancestry matters. It's not a meaningless choice.
  • Backgrounds are goal focused.
  • Each type of spell-caster has a unique spell list.

For the time being, I'm focused on developing Orrery. Once version 1.0 is ready to go, you'll all be the first to know and the rules will be available. I'm staying cagey as I think this is an unexplored and potentially popular niche in the current RPG landscape. Orrery could be huge.

How You Can Playtest Orrery

As I'm developing and playtesting Orrery, you can too! If you become a patron on RJD20's Patreon, you'll immediately get access to all the playtest PDFs, including the current Orrery Bestiary, so you can play as a World Master or player.

It's not too pretty. There are sections broken. You can likely hack apart the game and create a wildly powerful character. That's what I would like you to do. Give it a try! You can support me for $1 a month and get complete access to the future of Orrery.

Halfway through 2023 is the projected release date for the system. We'll see what happens. I'm going to get plenty of playtesting done.

Want More RPG Tips & Tales from RJD20?

As always, thanks for reading. Please send all inquiries to rjd20writes@gmail.com or leave a comment below.