Wednesday, August 14, 2013

GenCon Events, The Everything Game System

Thursday, June 13, 2013

Simple Character Creation

A great part about my game system is the ease in which a character is created. There is a guide to walk you through the creation process, but as you can see it is pretty simple. Example: An average human has a 2 in each of the seven Abilities. A new player chooses two Abilities to have 4s and three Abilities to have 3s. The player is making an armored fighter, so their character now looks like this. Fighter MIGHT: 4 BLOCK: 4 BLAST: 1 MOVE: 3 MIND: 2  SOUL: 3 LIFE: 4 The player also chooses to lower the BLAST Ability to raise his LIFE Ability.

Sunday, June 2, 2013

Beware The Hydra, The Everything Game System

A little preview of a monster in The Everything Game System. You might run into this guy if you play one of my starter campaigns. He is pretty nasty, but an avoidable encounter if you go your own way. Hydra MIGHT: 4 BLOCK: 3 BLAST: 1 MOVE: 2 MIND: 1 SOUL: 1 LIFE: 4 Skills: Flurry, Reach/Stretch, Hunter, Regeneration, Poisoned Strike Flurry allows for multiple attacks Reach/Stretch increases the close combat range Hunter is a common skill for animals, like senses Regeneration heals back life each turn Poisoned Strike will cause damage next turn if the attack was a success

Saturday, May 25, 2013

The Everything Game System at GenCon

I have applied for six events this year at GenCon. I have two separate campaigns covering two different genres and ten or so premade characters spanning a wide variety of tastes. What does that mean? There is going to be something for everyone. I will post details as soon as have them with links to sign up and play. If anyone has a character type they would like to see, let me know and I can change them up to include requested ones. So far Predator, Terminator and Wolverine inspired characters appear with some more mundane character types, like a pirate, soldier, gunslinger, barbarian and shaman. More to come very very soon... Jeff

Saturday, May 4, 2013

The Everything Game System Actions

Originally I had characters spending actions to perform actions, this didn't really make sense and the wording was poor. Now actions cost a number of stress and your character is allowed 4 stress. This makes the strike action make much more sense. Strike: 1/N/MIGHT v BLOCK/1 ACTIONS A turn gives each character a chance to perform actions. Actions allow a character to do things like movements, attacks or perform Skills. Actions can be done in any order. Actions cost a number of stress. Characters are allowed four stress in a turn. Quite a few actions require more than one stress to be spent.

Thursday, April 18, 2013

A Simple Attack

The simplest attack is Strike. Strike is a close combat attack like a punch or kick. Strike lists how many actions it requires, then the range. In this case the "N" stands for Near, Near is anything close. Then it lists the abilities that get compared, with each side rolling a six sided die to add some chance. Lastly if the attack was a success the Effect is listed, in this case a "1" is 1 damage. Strike: 1/N/MIGHT v BLOCK/1 Cop Zombie MIGHT 2 BLOCK 3 Rolls 5 Rolls 3 7 Vs 6 Zombie takes 1 damage.

Changes In My Game

I had a good system and maybe someday I will explore it, but for the game to be called The Everything RPG and The Everything Battles I was going to have to make great. I had been using a die incremental system where as the skill gets better you increase the die you roll with that skill. But after going through all my notes on The Everything Battles things just didn't fit. I had made two systems. So I went way back with my game and played with my early 2010 notes on strength vs defense and shoot vs move. I took everything I had learned from the RPG project and added it to the miniatures game I thought up back then. The catalyst for all this was lost data. Turns out my notepad erased my last month's work and I had to use an older save. So it got me really reading and understanding what I had made. It was just so far away from my original idea that I just thought had to go back and look. The game I played at GenCon last year was much closer to my original idea and I think I had just gotten away from it. The core of the idea was simple. I wanted anyone to be able to play this game, and for it to just use a standard six sided die. So since things have changed so much I thought a altered name was appropriate; THE EVERYTHING GAME SYSTEM. With The Everything Game System you can play an RPG or a miniatures game, or both. I had moved away from ability scores and went with a pure skill system. But I brought back the abilities and changed the traits and powers to just Specials. I divided up the Specials into tiers and gave starting characters 3 tiers worth of specials to buy. I am very happy with this change as it emphasizes that my original idea was really great. Look forward to much easier character creation even with spells and other crazy powers. More soon... Jeff