Archive for the ‘RPG Design’ Category

Effort System revised

Our upcoming rpg Triune uses a new mechanic called the Effort System. Thanks to a very kind and smart gentleman in the UK, the system just got better. Here’s how it works. At the core, it’s very simple: Roll 1d10 against a target number; equal or lower is success; and higher is failure. This is [...]

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Is Continued African Corruption Racist?

We’ve been writing setting material for Triune, including descriptions of nations in the future. Since the game focuses on enforcing the Anti-Church Act that makes all religions illegal, and since players take roles as police, we need to describe how nations deal with all of this. When describing central and west African nations, we tried [...]

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New classes for 4E/Paranoia

In two days, I will begin the first playtest of my hybrid 4E/Paranoia game, temporarily titled Kingdom of Teria. How exciting! How nerve-wracking! Some people have wondered how I can combine such different games. Not easily, I can tell you that.  I started by creating some new roles that focused on how players can screw [...]

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Space Peanut Butter

Triune is set in the future, so we need to describe how the future looks and works in our game books. But where do we stop? A fantasy rpg setting is pretty easy to describe. People already know what castles, horses, swords, and 10′ poles look like. Yes, you might have to explain what a [...]

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Whose game is it, anyway?

I was reading the excellent article (as usual) on the Socratic Design blog when I started to think about design as art and the authority of the artist to define his work. (Yes, this is a high-falutin’ entry today.) I’m designing Triune as a “serious” game akin to Traveller or WoD games. (As opposed to [...]

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Out of control writing?

As we commented on before, we are busy fleshing out the world of Triune. In doing so, we have screwed up and made more work for us–but this is probably a good thing. Since the game delves deeply into that wonderful place where religion and law meet, we are committing good space to describing the [...]

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Resolution Systems list created

Here at Happy Bishop Games, we love roleplaying games. Not just for how they create socially acceptable environments to say things like, “I disembowel him with my pinky!”, but for all the different ways rpgs have to resolve conflicts. From rolling a single d20 to throwing some coins in the air, there are a lot [...]

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