Category: Design

Designing progressive progression mechanics

In this article, I explain in detail how the progression mechanics for ChimborazoRPG work, as well as go into the problems I faced while making them and the decisions behind the solutions I settled on.

5-10 minute read.

Chimborazo design structure

This post takes a look at how Chimborazo RPG is structured mechanically. I prefer to introduce myself as a systems engineer rather than a game designer, and this is the reason why. Even though I am designing a game, I feel like the mechanics and the provided structure are the actual “game” part and if…
Read more

Better gameplay: skill resolution

With this article, I’m starting an entirely new series on tacking problems in RPGs that aims to explore the ways we can speed up play and make it a smoother user experience by reducing the lag that happens when interpreting roleplay through mechanics. This streamlining process can be applied to everything, both during the session…
Read more

Balance class design – Witch

Witch Allowing flavour to guide direction Traditionally known as “top-down” design, the idea of starting with the fantasy behind the idea and translating that into mechanics is as old as games themselves. For Balance, I want very strong themes intertwined with the mechanics on a deep level, in order to create a very flavourful experience,…
Read more

Balance class design – Hunter

Hunter Fulfilling your game’s needs pays off From the very start, I set out to make Balance a rather small game that focused on what it was trying to do and ignore many of the complicated moving parts that are required to make a large-scale, fully fleshed out games. RPGs are very suitable for that…
Read more

Balance class design – Warrior

Warrior Re-framing problems to solve issues Starting off with the first of the classes as they appear in the book, the warrior was relatively easy to design for. Even before I had figured out all of the class identities and their paths, it was very clear from the get-go that there WILL be a “melee…
Read more

Balance class design introduction

In this series of articles, I will be exploring in relatively short form the design behind each of the seven classes in Balance. The goal is to provide a peek behind the curtain into what sort of thought process went into choosing the directions I’ve decided to take each of them – and the lessons…
Read more

On the topic of purple eyes and roleplaying experiences

In the world of Chimborazo, sometimes people have purple eyes. After all, it’s fantasy, so I’ve introduced a few extra colours into the gene pool. In a world with many many races, I think it reinforces the sense of wonder within the reader, and it helps that these untypical colours very rarely make an appearance.…
Read more