New Game Finalized as Of Gods & Heroes

Friday, November 09th, 2012 | Author:

Hopefully there’s no game that I’m unaware of going by OGH?

So the game I’ve been working on for the past two years finally has a real name after going through a number of permutations. We’ve run Of Gods & Heroes at GenCon in both 2011 and 2012 and were supposed to run it at Metatopia but… hurricanes got in the way. B

Of Gods & Heroes is pan-mythic roleplaying in the Age of Heroes. It can be culture-specific or built on generic mythology. It plays like an action movie and, in my opinion, is a hell of a lot of fun. Because one of the GenCon players I’ve had twice asked me about design philosophy, I thought it would be useful to post the bulk of what I sent him about the game and where it stands.

When the game comes out, it should be around 150-200 pages and will be a complete game, supporting pan-mythic play. The “default” rules will slant towards European seafaring mythologies. The first section of the book will have character creation, skills, gameplay mechanics, character advancement and a section on magic. In later portions of the book, there will be guidelines for changing the game to non-European and inland (Russian, Indian, Mongol) mythologies and general suggestions on how to run and play the game including some examples of adventure design. There will also be a substantial section of pre-created monsters and NPCs as well as a listing of NPC powers and a description of fast monster/NPC design.

I am planning on releasing the book in both hardcopy and pdf format by June 2013 (fingers crossed) in time for DexCon. There will be pre-ordering available through Kickstarter with higher-level benefits still to be determined (I’d like to be able to include 10-25 ancient Roman coins as one level of reward, for example). I’m determining at this point the pricing mechanics of a package deal offering both the pdf and a hardcopy together.

 The goal is to make the system fast to use and intuitive while allowing for “mini-games” for those who want to expand the experience. For example, I’ve already put together a section of rules on naval combat and a section on large-scale warfare. Neither of these situations ever has to happen in gameplay, but the system supports them and I think the way they’ve been worked out is pretty neat.

Overall, I want the game to be fast to learn and easy to use with the feel of an action-adventure where everyone gets a chance to shine. Playtesting has demonstrated that even for people who are unfamiliar with RPGs, it takes about 10-15 minutes to create a character. One aspect – legendary feats – are a way of mediating GM ownership of the story, letting players create sort of “pivot points” at which they can send things off the rails or otherwise exercise influence on the overall plot without delving into the more indie-game concept of competing over narrative ownership.

If there’s anything specific readers are interested in hearing more about, please let me know, I’m happy to discuss!

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