

You Are Not You, But ManyĪrchetypes, in my original design, were supposed to be similar to Disco’s copotypes and Fallout: New Vegas’ reputation system. Today, I’ll focus specifically on Archetypes. Let’s analyze the intended purpose of every single one of them, its problems, and how I plan to fix them. Better now than later: the longer I wait, the more work I will have to do. So, after testing the current RPG systems extensively through development, I’ve decided to revamp them.

I copied the homework without making any changes. Doesn’t necessarily translate 1:1 to Infimus. Self-contained bits of story and lore that have gameplay implications once you’re done with them.ĭisco’s systems worked for the kind of game Disco was. Dice rolls behind a lot of interactions, which can result in hilarious failures. Skills with weird names and weirder descriptions instead of your regular charisma, strength, intelligence, and so on. It’s no secret that a large part of this game’s mechanics were inspired by Disco Elysium’s various RPG systems.

infimus rpg interactive fiction choicescript choice of games supervillains superheroes cyoa interactive novel if wip I figured out while writing Noiseart that these last two pretty much do the same thing, except one has a much weirder name and description. Glow will replace Palpitations, whose functions will be folded into Zeitgeistlich. I might change the name and function of Tinkering and Erudition a little bit, but that’s that. The rest will probably remain as they are. Or something weirder like Firemaking, Magic, Eversion. Glow will be moved to the Eccentric group and replaced by a skill representing the player’s creativity and lateral thinking. Endurance will be renamed to Vigor and meant to include both, generally speaking, endurance and strength. Fleshcrafting will represent your ability to control your shape-shifting powers. That’s more balanced and more interesting.
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Instead of having you roll only Martial to decide how to take down a hero, I’d rather have you roll perhaps Glow to distract them or Tinkering to figure out the weak points of their armor, then Spryness to get the jump on them or Endurance (now changed to Vigor) to hit them hard. Martial will be replaced by Fleshcrafting (or Fleshgrafting, or Fleshshaping, haven’t decided yet), with its functions split between various other skills.

Given that’s something much different, now, I’m going to divide the skills into Physical, Mental, and Eccentric (or perhaps just Weird? not sure, terminology’s still WIP) and make a few changes here and there. In Infimus, the current set of skills calls back to the old Archetypes system, with 3 for each of Operator, Mastermind, Eccentric. In a western one, you’d have something like Sharpshooting and Tracking and Horse Riding. In an RPG about mechs, you’d obviously have a Piloting skill. The particular set of skills you have depends on the game itself and its setting - on the ways in which you play. As the player’s knowledge and mastery of that world grows, so - in theory - should their skills. Skills, in all RPGs, are a way to represent the player’s ability to influence the world around them.
