Get MetaScape Guild Space Rough Rules 9.0.0 Now
Status: I just uploaded the MetaScape Guild Space "Rough Rules" Version 9.0.0
Friday, June 25, 2010
Saturday, December 19, 2009
MetaScape Medieval 3.3.1 Available
Get MetaScape Medieval Rules Version 3.3.1 Now
Status: I just uploaded the MetaScape Medieval Rules 3.3.1
Status Report: Changes are
Status: I just uploaded the MetaScape Medieval Rules 3.3.1
Status Report: Changes are
- Booklets now have different Names:
- Class
- Race
- Training
- Social
- Gear
- Class Booklet Changes
- New Classes
- Archer
- Battel Rager
- Psionicist
- Ranger
- Wind Walker
- Jumps and MR/Enc races are alphebetized and Death Knight is now properly Quantum Shade
- Core Abilities is the new term for what "attributes" used to be.
- Core is now Attributes
- Attribute name changes
- Burst is now Speed
- Domination is now Alpha
- Added in Bases. These core abilities set the "base" for all skills, weapon attacks and weapon damage.
- The old CR $ tables for weapons, armor, and skills are removed, faster, easier character creation advancement, and the feel is better due to the Bases (above)
- Training Booklet Changes
- I've added/moved around about 20 additional skills
- Skills are now just a $1 $2 or $3 and the Core Ability Bases determines the CR (see above)
- Skills are now VERY EASY to create or ad-lib due to this
- All races have their special skill bonuses listed for more racial flavor
- All Races now have Key Lines and Feats!!
- I've added three other Key Lines and Feats
- Assassination
- Attack Sinister
- Bless
- I've also added more feats under Weapon Basics, specifically all the cheap "handed" feats for Light, Medium, and Heavy weapons.
- For speed of play and simplicity the most common Action/Duration/Range notations of I,I,S are now -,-,-. Thus, you only need to look for entries on your character sheet that aren't "-". Makes for simpler and faster play.
- Gear Booklet Changes
- Attack and Damage are treated very much like skills:
- The are based on the Core Base attributes
- Each weapon and each armor lists every class with just its $1 $2 or $3 rating - makes for faster creation, better balance, more flavor, and easier ad-lib weapon creation!
- Each race also lists its weapon and armor bonuses for more racial flavor
- Weapon Handed now includes the rating L, M, H as well as 1 or 2. (Light, Medium, Heavy weapons and 1 or 2 handed) These ratings are key to the new Feats under the Weapon Basics Key Line.
- Damage and Armor are Core Ability based (large weapons are based on Strength, small weapons on Agility or Speed, etc.)
- Character Sheet Changes
- Vitality is still a Resistance ability, but tracking your character's wounds is not longer called Vitality, rather it is now Health or HP (health points) for short. This was done because Health now has an improvement at each doubling level above and beyond simple Vitality advancement (popular request).
- Mastery Points no longer function as luck boxes or +10 post bonus rolls (implemented between this blog post and the last). Rather they now can be used to alter Meta Bonuses after the roll and to reduce Meta Costs!! (popular demand)
- Channeling Tracker - easy to track which round of Nish you are on. Useful for tracking feat durations!
- AB is renamed CR for "class race".
- Mastery no longer impacts the old AB (now CR).
- Double Mastery impact is gone. No more mastering at a core ability then mastering at something based on it. Double dipping has been removed for game balance.
- Omega Powers are now a flat 5AP but only 1 per doubling level may be learned
Saturday, November 14, 2009
Excellent Game Tezeron!
I don't often get to play my game, mostly I GM, but last weekend as a player of Tezeron's game, I had one of the best times as a player in years! Truly a great game and a great set of rules!
MetaScape Medieval Rules 3.1.3 Available
Get MetaScape Medieval Rules Version 3.1.3 Now
Status: I just uploaded the MetaScape Medieval Rules 3.1.3
Status Report: Changes are
- Masteries are now Feats of Mastery and I went through all 550 or so Feats of Mastery and stripped out the old MP system leaving just Meta and Act,Dur,Rng
- Used a massive spreadsheet to pre calculate all Mastery $ and AB, so the Class booklet is now nearly 100 pages long and character creation took an inexperienced group 1hr 45 minutes last night.
- Character Sheet has been retooled to fit the above rules changes
Friday, October 30, 2009
GMs Wanted!
Hey, if anyone out there wants to run a MetaScape Medieval campaign as a playtest group, let me know. I'll provide personal contact to help you get started.
Other benefits: Possible playtest credits, possible free merchandise (D16 doubling die), and personal contact with me and the verteran playtest/design group.And you can submit deisgn elements for design credits.
Other benefits: Possible playtest credits, possible free merchandise (D16 doubling die), and personal contact with me and the verteran playtest/design group.And you can submit deisgn elements for design credits.
Development News
Just a note as to where I'm at with MetaScape and my future plans. First, I'm taking classes for my Master of Science for Information Systems, so my design will be a bit sluggish until Dec 20th.
Right now, I'm wanting to polish off the basics of MetaScape medieval (over the next several months). Then return to Guild Space and implement this same rule set. It is just a lot faster desgining in Medieval as the setting is less robust (don't have the personal/vehicle/ship combat, don't have the sciences bioTech/Tech/Cyber, don't have space travel, etc.). The rules are a lot more coheasive and easier to modify.
In MetaScape Medieval my goals are:
Right now, I'm wanting to polish off the basics of MetaScape medieval (over the next several months). Then return to Guild Space and implement this same rule set. It is just a lot faster desgining in Medieval as the setting is less robust (don't have the personal/vehicle/ship combat, don't have the sciences bioTech/Tech/Cyber, don't have space travel, etc.). The rules are a lot more coheasive and easier to modify.
In MetaScape Medieval my goals are:
- Finish making masteries for the races and outstanding classes
- Create the actual "rules" on how to use all the tables that are now available so those who don't play with us, could play the game
- If anyone would like to take on the mastery design for a class or keyline, let me know.
Playtest News
Two New Playtests On the Horizon
Game 1:
Game 1:
GM: Dave Webb
Date: Nov 6-7th
System: MetaScape Medieval
Dave, use the comment section to leave us some teasers.
Game 2::
GM: Blake Mobley
Date: Nov 13-14th
System: MetaScape Medieval
Adventure: Continuing the Yalen, Necromantic Ice Queen, saga. The adventurers have delved deep under Thunderspire mountain, tracking down slave traders that were linked to high port at the end of the Queen's Quest series played on Oct 23rd.
I'll be GMing for my daughter, two nieces, and one of my student aides. This is a great playtest game as I get a look at the system from a much younger perspective and from playtesters who are not avid gamers. Their type of imagination is always refreshing and unique compared to my veteran players. And they often teach me things about my system that I miss with more skilled players. Should be fun!
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