Feature pic is one of the product mocks I did for Rainwall (Sergeant Snuff is a consumable that will give your character a bonus of some kind.)
I had to take some time off from Rainwall development because I was too busy with a new job, which turned into yet another new job, but that’s not the important part. What is important is that I have resumed development of this game, and after making a major change to the mechanics of the original version (original version used percentile dice, second version used a dice pool), I am upgrading yet again to something completely different. The reason is because in each case, it was never quite right. It always felt off. The mechanics need to be simpler.
I’m trying to do something that (hopefully) hasn’t been done before.
So I’ve brought the engine back to the drawing board. It’s going to have a larger focus on narrative. Any dice mechanics will be very straightforward, simple. I want elegant. I want creative. I want unique. So that is the feel I’m going for. Something that hasn’t been done before. I want something that can be ported to games of all kinds, so basically I need a system I can apply to this setting, but one that others can use for their own settings.
Because I value simplicity, my current priorities are going to be handling the main mechanic: Influence. How player characters interact with the other people in the setting is going to be the number one priority, then we need to tackle the flavor of the apocalypse, so handling character condition. It needs to have a feel of desperation. So having meters for Health, Energy, and Confidence is going to be how the game drives tension. Then there’s THINGS. Stuff. Gear. Items. The game needs to have scarcity. Limited resources. Characters are going to be forced to scavenge and craft things, but this cannot be so boring that players feel like they’re just grinding. Just enough to give it the apocalyptic atmosphere. Lastly there is combat and skills. The streamlined mechanics need to work for combat as well as doing non-combat things. So that’s what I’m looking at.
The setting is going to be the main focus, followed by the core mechanic of Influence. Once I have a very simple set of mechanics in place, I’ll be able to nail down the rest. Just know that I’m making leaps and bounds. As long as something still feels off, I’ll keep tweaking. Hang in there.