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...and I kept starting it and then realizing I'm not sure what to say about it. Especially since I haven't been really diligently liveblogging my progress on it, so I'm not sure what to say about it.

I started work on Adventure Song almost a year ago, shortly after I moved. I'd been really excited about my previous (and still kind of percolating) massive roleplaying game project, A Wilder World, in the months leading up to the move, but my early self playtests revealed that while the character creation system was exactly what I wanted it to be, the game system it was attached to really wasn't where it needed to be. And while I love, love, love a good character creation system... I wanted something more than a character trope mash-up minigame.

The point of Adventure Song was to be a smaller, more system-oriented (as opposed to character creation oriented) game I could use a learning project. To give myself more of a target, I decided that it would also be more like in D&D. Part of the point of AWW had been to avoid re-inventing the wheel by making a lemming-powered hovercart (metaphorically speaking). With Adventure Song, I wanted to try re-engineering the wheel. It was going to be my personal D&D Next.

Now, after a year of sporadic growth and those two weeks I spent in Florida and the days this week when I was on a semi-enforced internet sabbatical, I have something I'm excited about. I just don't know how to communicate what's exciting about it.

But I think I'll try making a post about my class design process, talking about rangers in particular, since the handling of rangers has always been kind of a... thing... for me.

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alexandraerin

August 2017

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