A game like this is never really finished. So before we let anyone else in, we wrote down the things that had to work first. Everything below is a screen out of the game as it stands, and at the bottom are the things we're still fine tuning before the alpha.
Every SRD class and subclass, with all 319 spells behind them. Describe who you want to play and the game fills in the sheet, or fill it in yourself. Either way the hit points, the armour and the saves are worked out by the rules.
You type what you'd do. The difficulty is set before the dice go, the roll is printed where you can see it, and the story is written from what the roll actually did.
Not summarised afterwards, and not held in a chat window. Three of the panels you can open at any point in a session.
A valley closed off by a rockfall for sixty years, painted from the world the game actually built. The rivers, the field walls, the marsh at the top end, and the blocked pass at the bottom that used to be the only way in.
Distance on it is real. Where you can get to today depends on where you are standing right now.
Play The Shut ValeSome dungeons are written by hand for a campaign. The rest the game builds on its own: the rooms, the ways between them, and what is waiting in each one. Both kinds are below and each one is labelled. The painting is made from the floor plan, so the room you walk into is the room on the map.
Each room is drawn on its own, lit and furnished, and you move through a dungeon one room at a time.
Underway now. No dates. It ships when it's good.
Multiclass builds work. Spell progression across two casting classes is getting its own pass.
Druid animal forms, the higher-level spells, and the signature moves that make a big monster feel like one. Some of this may come in a later phase.
The country and the dungeons are drawn. Towns are being redrawn so the streets line up with what is actually in them.
Fixing bugs in getting from one place to another, especially where a campaign has put something in the way on purpose.
Everything you do is already recorded, and it already feeds the story. What we are tuning is how far it travels. We want NPCs and factions to react when they would plausibly have heard what you did, instead of at arbitrary moments. It needs a lot of calibration, and it will need players to tell us where it feels wrong.
People already have their own personality and their own agenda. They accept, refuse, bargain, lie, and betray. Today most of that happens in response to something you did. Getting them to move on their own is the other half of the consequences work.
The game is aimed at big worlds you can live in for months. That is also what makes those systems slow to test, because it takes months of play to find out. So the near-term work is more hand-written short campaigns. A few hours each, drop in and play, and you learn how the game works with the training wheels on.
Working out who owns what, whether that is you, an NPC or a faction, along with zones of influence, property you can buy, and money that comes in while you are elsewhere.
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