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Character Path Objectives in Fantasy Strategy/RPG

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TwentyPercent
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Joined: 12/25/2012

Hey Everyone

My fantasy board game design is going well and have done a few playtests recently. Each playtest grants me some insight to one or two good ideas or changes that help make the game smoother and well-rounded. Hopefully in 10-20 more playtests (which tend to occur less than once a month), the game will be smoothed out to start working towards the next step, a Kickstarter campaign.

That said, I have a question for you all you other board game aficionados out there, as you all have had great input in the past. Before I get to my question, you will need some background info on my game; I'll try to keep it brief and concise.

My game is a sandbox strategy/RPG. Players create characters that gain training in physical combat (think warrior/knight), archery (self-explanatory), stealth (self-explanatory), and magic, which is broken up into six elements: fire, earth, air, water, light, and shadow. Each training grants one new ability, some passive and some active. Characters travel around a world map, taking on quests, defeating monsters, looting castle ruins, visiting town markets for gear, and visiting elemental temples for their unique blessings. As they complete quests, they gain experience, which is used for additional trainings. To put it simply, it would be similar to a hybrid D&D/Skyrim/Final Fantasy game.

While there are obvious character archetypes (knight, archer, rogue, mage), the game is sandbox in that there are no classes or limitations on trainings. One character may be pure mage and take trainings in all the elements, while another may train in stealth, physical combat, and magic for a unique build blending the features and abilities of the various trainings.

At character creation, characters must take on a Path: Path of the Warrior, Path of the Archer, Path of the Rogue, or Path of the Mage. The Paths do not limit any trainings, items, abilities, etc, but they are meant to help the player learn the function of their chosen archetype easily, as well as ease into the game. (The game is meant to take around 3-4 hours to play... possibly longer, but this is a work in progress.) =P I was thinking that each Path would have 2-3 unique objectives that must be completed sequentially, and as each one was done, the character would gain a couple bonus XP, to help facilitate quicker character progression. (Side Note: Characters can't take on quests until they have completed their chosen Path.)

My question comes from my lack of imagination. I am having trouble coming up with original or interesting Path objectives. I have a good first for each Path, listed below:

Path of the Warrior: Kill a monster with a melee attack.
Path of the Archer: Kill a monster with a ranged attack.
Path of the Rogue: Kill a monster while sneaking.
Path of the Mage: Kill a monster with a spell.

Again, these are the most basic of the objectives, meant to quickly show how that archetype typically functions. I would like 1-2 more objectives for each Path, and for them to be slightly more difficult. A couple examples would be:

Path of the Mage: Kill two monsters with a single spell.
Path of the Rogue: Successfully sneak twice in a single combat with two or more monsters.

The issue with the above examples are they are dependent on specific abilities taken from those available within the training disciplines. It doesn't seem fair to force the players to choose a certain ability to complete a Path objective.

I know this is pretty open-ended, as you could ask a ton of questions before coming up with ideas, but I figured I could answer any questions you needed answered to come up with ideas, would spurt off ideas anyways, or could just give any input or thoughts on the Paths idea, or game in general.

Thank you for reading my article and your thought.
Twenty Percent

Stormyknight1976
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Joined: 04/08/2012
Are there?

Are there any background storylines for the archtypes to read for the players to engage themselves with so the players can choose which character they want to imulate? Or players go off and kick butt for no apparent reason? There probably are background stories. 1) knight: gather up a team of (horses?) and ride to next village in the high mountains, once knight is in the appropriate location, knight must quietly sneak himself and team of horses pass 8 Stone Barbarian Horse thieves. If a sound has been made? All 8 stone barbarian horse thieves attack. This is a stone sneak test or skill or challenge. Skill acquired : Heavy Sneak?

Corsaire
Corsaire's picture
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Joined: 06/27/2013
Less sandbox...

I'd suggest maybe go 98% sandbox by letting characters on a path have at least one starting skill for being on that path. I'm thinking (been ages since I played) that Fantasy GURPS or RoleMaster did a bundling like that. If someone wants to skip a path then they can go 100% sandbox.

That way you can have a skill based test on the path. A common path type thing would be an equipment upgrade or a quest to find an appropo item.

If you want to speed up your playtesting, maybe you should run yourself doing multiple characters.

TwentyPercent
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Joined: 12/25/2012
RE: Are there?

Hey Stormyknight

I appreciate your response. There is a background storyline for the entire game.

A new king is holding a tournament in the newly designed arena in 12 weeks time (which is the timeline of the game). The preliminaries for the tournament will allow those who succeed to fight in the main event. The game starts (after character creation), with characters fighting in the preliminaries (ie they will fight a couple common enemies... this helps facilitate a quick, easy battle where players quickly and easily learn the ins and outs of combat, while probably completing 1-2 Path objectives). After the preliminaries, the players are out on the open world, adventuring for 12 weeks. The main tournament, which will be 3 rounds, is the end of the game. The party (the game can be cooperatiave and/or competitive) that wins the final round, if any do, are the game winner(s).

There wouldn't be a storyline for a specific path, as they are just meant to have the players think about the style of play for their characters. This is open to change, however; I'm not set in my ways yet.

Thanks again for your input; I'd appreciate any more you have.

Twenty Percent

TwentyPercent
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Joined: 12/25/2012
RE: Less sandbox...

Hey Corsaire

I really appreciate your valuable input. You are definitely thinking in the right track. I could make the Path abilities each character receives specific to the class (ie, not available as an ability gained from Training). For example, the Warrior could get "You may use your Move Action to Defend." (Defending provides temporary armor, which absorbs a small amount of Physical Damage taken until their next turn. Then one of the objectives could be to "Prevent 6 Physical Damage in a single combat."

Is that something along the lines of what you were thinking?

Thanks again for your input,
David

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