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Pneuma
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Author:  SomebodyElse [ Sat Jun 06, 2020 12:11 pm ]
Post subject:  Pneuma

Greetings Forkheads!

After much work, I'm going to start showing off Pneuma, the tabletop system developed and perfected from all the works I've used in the past. With our R&D team giving us data, this system is, in my opinion, the game that I'm certain everyone will love to hop into.

Features
-A simple system of our own design.
-An emotionally oriented experience as opposed to a mechanical one with heavy rules.
-Easy character creation. Currently it takes no more than five minutes to make a character.
-You determine how you grow!
-Everyone's a player and a GM. No more backseats!

What We Need?
-Artists: We need artists! Pneuma seeks to have a backdrop of an emotionally-oriented TTRPG. So if you want to evoke some feels, and wanna give it a shot, come give it a shot.
-Playtesters: People to try it out, and no you can't steal it, I got those copyrights. (THAT SAID, feel free to keep playtest copies for personal and non-commercial use.)

Wanna Support Development?
Join the Discord!
Send a like on Facebook!

Author:  RV-007 [ Sat Jun 06, 2020 2:56 pm ]
Post subject:  Re: Pneuma

Design with showcase display might be necessary.

Good luck with your demo.

Author:  SomebodyElse [ Sun Jun 07, 2020 6:26 pm ]
Post subject:  Re: Pneuma

I think so too.

I also am hoping to do demo games in my server when I have more system, and that's probably going to be sooner rather than later. :;]

After that, perhaps convention demos if I can make it.

I'm also hoping to go as far as making it easy to implement a digital or virtual platform. Which, by the looks of it, is easy enough to do.~

Author:  SomebodyElse [ Sun Jun 07, 2020 6:36 pm ]
Post subject:  Re: Pneuma

OH, ALSO...

If anyone has ideas, I'll take them. I want a game that is simple to start, simple throughout. I think I've already accomplished it, but I think with it being a perfected form of all that I've worked on over the last 15 years is more than enough.

But simplicity is more than what a system or group of systems were.

And I believe the perceptions of everyone, combined, can create something truly beautiful and fun.

So, please, send me any feedback!

Author:  RV-007 [ Sun Jun 07, 2020 7:05 pm ]
Post subject:  Re: Pneuma

After analysis, what would the game design be based on? D&D? Adventure/game book? Some jrpg (card [I didn't forget MTG!]) game? Roguelike?

I assume that them mmorpgs are out of the question?

---

If you want to use some of my mod projects as something something example, go right ahead. They mods, after all. I say maybe use the diablo monsters/allies. The D&D/Infinity_Engine is not started yet. If you're going for more sci-fi or even wargame, I got scratch on that too. It's just sometimes beyond reality/magical and heroic for a fantasy setting.

Well, I guess you can start small, if we are working out kinks surrounding combat, then try a dice roll turn battle. Then, you can decide if you either want card or chess, but they still turn-based.

Author:  SomebodyElse [ Mon Jun 08, 2020 12:01 pm ]
Post subject:  Re: Pneuma

Basically, I'm taking the system once used in Chronicles of Jungalore and perfecting it. Not really basing it on other systems otherwise since Jungalore's system was unique in its own creation. But it is aesthetically inspired by the golden age of JRPGs (Seiken Densetsu 3, FFIV, Chrono Trigger) and early MMOs (Ragnarok Online and Mabinogi).

The dice are simple enough in most cases; You get 2d6 for every check and contest, with relevant bonuses being +1 for every 10 in a stat to a max 60 in the six stats. As for actually playing the game, I'm planning on running a demo in the Discord really soon. I would do it on FH as well, but my main audience loves to use voice chat rather than forum RPs with few exceptions. Not that forum RPs are bad, but it's a preference, I'm all for either.

I decided to go a route different from other systems though because while the d20 system is good on its own, I want to go my own way and do something more concrete and less chance-based, as well as give character stats more importance as opposed to other systems which focus more on general storytelling through the characters. I felt this choice was a bit bold, but I also think it solves a few problems in other systems which either made the game too complex or made the players feel impersonal with their characters. I can't quite yet reveal the details (maybe soon I will), but everything just kind of ties together beautifully while also giving the player a lot of freedom in how they advance and how they initially start out.

It also gives a bit of callback to oldschool systems where people just kinda hopped into games; Most of the character details are for the players to add at their discretion, and their character sheet is theirs to fully customize. The sheets are four in number, however, which is one more than D&D 5e's full sheet, but that's just because one page is ENTIRELY dedicated to the player's inventory and money with plenty of room for players to write in each field.

Plus, creation is quick. I can consistently make characters in seven minutes or less, with or without the book.

But I'm fanboying a bit too much now. XD

Author:  RV-007 [ Sat Jun 13, 2020 5:09 pm ]
Post subject:  Re: Pneuma

Well, I'll admit, I hadn't gotten to the DnD dice roll game.

I do know that the rpg video games nowadays based their design from their board counterparts.

Author:  SomebodyElse [ Sat Dec 19, 2020 5:04 pm ]
Post subject:  Re: Pneuma

So, haven't done an update here in a good while, but I did a lot of stuff to the system. Don't worry, it's still in development.

Public playtests will be out when we're closer to being ready.

Private playtests? Well, we'll see. I want it to be ready when I release it, and being basically the boss on Pneuma's development, I say when that is. ;p

That's all for now really.~

Author:  SomebodyElse [ Sat Dec 19, 2020 5:31 pm ]
Post subject:  Re: Pneuma

I guess some stuff we're thinking of or are putting in...
-Class Progression like in Trials of Mana OR Class Trees like in Final Fantasy Tactics.
-Hands down we're using d10/d100 mix (you can use d10 if chances are at an increment of 10%).
-idk like, a bunch of cool races?

Author:  SomebodyElse [ Sat Sep 11, 2021 7:47 pm ]
Post subject:  Re: Pneuma

A year later, I have made quite a few leaps and bounds and closed alpha is currently underway.

Sadly, I feel like I lost a bit of the ideas at the forefront, but it's okay, we can still get back on the path!

Much love, lmk if any of y'all wanna try it out. <3

Author:  Odin Anarki [ Sun Sep 12, 2021 1:54 pm ]
Post subject:  Re: Pneuma

I think everything you've done solves all of my major issues with DnD games which is that

I CAN'T FUCKING JOIN THEM OR KEEP ONE GOING EVEN THOUGH THEY ARE FUN

Author:  SomebodyElse [ Fri Feb 04, 2022 3:28 pm ]
Post subject:  Re: Pneuma

Odin Anarki wrote:
I think everything you've done solves all of my major issues with DnD games which is that

I CAN'T FUCKING JOIN THEM OR KEEP ONE GOING EVEN THOUGH THEY ARE FUN


Haha, hopefully we'll have some good public tests when Tyrant launches over on the Guilded.

Been posting most updates on my Newgrounds or otherwise in the Guilded server (although I will admit, I am drip-feeding updates).

Game balancing is mostly good and done though as of writing.~

Author:  SomebodyElse [ Sun Sep 11, 2022 11:40 pm ]
Post subject:  Re: Pneuma

So, updates and stuff.

All the stuff is basically functional and working on my end. Just need art.

Playtesting is completed. May start a forum game for fun. :)

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