Tuesday, November 1, 2011

My Own Sword and Sorcery Game: Part 4, Re-thinking, Re-tooling

First off, I'm embarrassed to point out that some how I got my acronym for my game wrong. I was Hell bent on calling it SAGA, for Sword and Sorcery Game Algorithm. DUH. That acronym would be SASGA. Say it with me now, "SAS-GA". Not too much of ring to it is there? So for now, I'm going with MOSS-G (My Own Sword and Sorcery Game), but I'm considering simply My S&S Game. It's not very catching, but I don't care. This isn't something I'm selling, it's just for me. Maybe, if I can do so legally, I'd give it away for free, but I have no plans of making sales.

I'm also rethinking classes. Initially, I did not want to have a spell-caster class, but now I am weebling on that issue. I'm trying to keep a strict Sword & Sorcery flavor to the game, but there really is no reason why I can't allow players to be spell-casters and maintain the S&S feel for the game that I want; however, I don't believe magic as presented in standard D&D would work.

In order for magic to work, it must be dangerous with dire consequences for failure. The trade off for that must be that IF it does work, then the results should be just as spectacular as those of failure. I need to develop a system in which it is usable, but is a last resort. Players should shudder every time they roll the dice.

I'm still firm on no Clerics. The priest as it is represented in D&D is not in my vision.

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