Developer Guide
Developer GuideEditor note: This document is intended for developers of Heimr game mechanics only. It outlines the basic principles behind the game mechanics in Heimr. This document is not under development at the moment.
Goals of Heimr RPGs
- Players should be able to play as many characters as possible. From a poor farmer who can barely scrape by, to a royal prince who's family struggles to retain control of their country. Not every kind of playable character should be fun for everybody. But every kind of playable character should at least be fun to players who have a playing style that suits that character type.
- Life in Heimr is difficult, painful and miserable for the majority of the population. The game systems must reflect that mood.
- The relationship between a player and other PCs should be no different then that between NPCs. PCs have the same abilities and choices as NPCs, when they find themselves in a comparable situation. NPCs behave equally rational to PCs.
- For every form of conflict resolution, there will be interesting choices for players to make. There is no clear 'best strategy'.
- Because as many characters as possible should be playable, there are many forms of conflict resolution, like fist fights, high political games and sieges on cities. Determining the outcome of conflict must happen in such a way that it is perceived as fair by the players.
- Where ever this makes sense in character, character should easily be transferable from one game to another.
- The maximum grow a character can experience is proportional to how much risk that character takes. This must remain consistent across all games and events.
- Where complexity is required, the learning curve of players must be managed.
Goals for domains
- Every domain has a skill challenge. If possible this should be an unique skill challenge.
- The Skill challenge should reflect the task that the character is actually performing.
- A domain should have enough skill to create a 30 point character (so even if two starting characters both have all their points in the same domain, they might still be different).
- Every domain has an introduction that explains what the domain is about and what a player can expect if he creates a character from this domain.
- Skills are placed in skill trees.
- Upgrades of skills share the same name with the lower version but have a higher level.
- Dependencies on other domains and non-core mechanics should be kept to a minimum.
- Items should have both a craft and shop price. The craft price should be around 10% lower than the shop price.
- Every domain should contain templates. Every template should include the amount of copper that is spent on items. Templates are always dividable by 5. A domain should contain roughly 2 of every type of template.
Future texts
Use of Alcohol and Drugs
Editor note: This text should be included in most (if not every) future Heimr event guides!
Consumption of alcohol and drugs on Heimr events is allowed insofar as permitted by law. However, if you do so, you are no longer allowed to engage in physical combat for the rest of the day, this includes touch spells and throwing weapons. If you get into a fight and you have consumed any of these substances prior to that fight, you should consider yourself to be dazed and unable to attack or defend.
Anonymous (not verified) Wed, 21-12-2011 12:52Author instructions
Author instructionsWriting documents
TODO
Publishing documents
TODO
Releases
TODO
Translations
TODO
Crediting
TODO
Anonymous (not verified) Thu, 22-12-2011 14:53Creating a domain
Creating a domainEditor note: This document is under developement
What is a domain
Domain concept
Skill trees
Items
Conditions
Downtime options
Anonymous (not verified) Wed, 04-01-2012 16:29Standard values
Standard valuesTHESE ARE OUTDATED! (Brian. 14 november 2013)
Default | Stat |
---|---|
20 | Points at char creation |
500 | Copper at char creation |
20 | Resources per month |
5 | Wealth (Copper per Resource) |
2 | Base HP |
7 | Base WP |
=Char statistics |
Average | Stat |
---|---|
10 | In game days per year |
3 | Encounters per day |
30 | Encounters per year |
1/3 | Encounters involving combat |
10 | Combat encounters per year |
20 | Months is a character's average life span |
16.7 | Combat encounters in an average character life |
6% | Of chars die in combat |
X% | Of chars are Mutilated in combat |
X% | Of chars are Mangled in combat |
X% | Of chars are Bloodied in combat |
4 | WP is lost per combat |
3 | WP will be restored per day |
1 | Restored WP will be an indulgence. This is free |
1 | Restored WP will come from a treat. This costs 5c |
1 | Restored WP will come from a service skill. This costs 15c |
25 | C is the cost of an extra WP |
=Balancing basics |
Pay Up Front Disadvantage
Pay Up Front DisadvantageA very important decision you can give characters is to have them choose if they want to pay for the entire power in advance, or if they want to pay a little less in advance, but keep paying as they use the power. This occurs for example when choosing between a skill or a condition. A condition is more expensive then a skill with the same power. This is because skills must be maintained monthly. So you pay every month, and together with the cost of training the skill, you will eventually reach a point where it was cheaper to pay for the condition.
There are advantages and disadvantages to paying everything up front. The advantage you have is that in the long run you'll save money. However, in the short run you'll have less power, making you more vulnerable and less effective at gathering money on missions. The same is also true for powers that cost willpower every time you use them, as opposed to powers that can be used for free. You pay less up front for a skill/item/con that costs WP to use, but in the long run you'll have spend more money regaining the willpower you've lost.
We'll call this period the pay up front disadvantage (PUFD). For conditions compared to skills this is 20 months. Because the average wealth of a character is 5 (=1dtp) 20 months will mean 20*5=100c = 1pt extra per point. This makes condition twice as expensive as a skill of the same power.
For powers that cost willpower something interesting is going on. The more you use a certain power, the more WP you need to restore, so the greater the PUFD is. When balancing a power like this the designer should estimate how often the power will be used.
Anonymous (not verified) Sun, 12-08-2012 15:51