The Emergent Campaign Evolving Adventure Game Updates:
No, that won’t be the final name.
The design spec is for a CoOp. Dice resolution. Procedurally generated foes. Cards (or whatever) that you WILL write on, altering their stats. Hand and dice management and manipulation. All items MUST be multipurpose - ex: Dagger can Stab, Parry, Backstab or Threaten. Combat not counting for more than 60% of the encounter resolutions - The Emergent Campaign is rooted in relationships and people, not beating things up. Of course, there will be monsters a-plenty. Most important: Your skills and items choose what you can do, you do not choose a character class and match to it. The way you play must be Emergent.
PLAYTESTS SEPTEMBER ‘19.
The first two strenuous playtest days reveal some major flaws. In all truth, this is a very good thing. These tests were PvP, not CoOp, to stress test the design.
What failed big time: Player mats. Man, these were a nuisance. They’re gone. This will require a big rewrite of the base mechanics. We had mechanisms about items swapping in and out and such. All in the trash. Great idea, no fun.
Production problem: The initial designs lead to way to many polyhedral dice being needed, and we want to keep costs in check. Whole new dice system coming in. And I think it’s pretty cool, if I do say so myself.
OCTOBER ‘19.
Square. Cards. This works as the replacement to the player mat problem.
NOVEMBER ‘19.
Item cards get a redesign. Exploration system starts development. Combat system now deals with a universal dice pool. That die pool is now D6s. Mostly. Still messing with that.
The plan is no words on these cards. Icons only. This is just for sizing and spacing.