May 23, 2008 06:05
High Valor is one of the games I've spent the most time working on. Mostly because unlike some people I didn't get it "right" at first, I spent a lot of time trying to create a FRPG that did what I wanted, worked for the world I'd envisioned, and yet still kept things simple.
I didn't get it write the first few times in writing it, testing it, and rewriting it. It isn't at all the same game I started working on years ago, and it is far better for it than if I'd kept hammering on the same mechanics I'd first envisioned all this time.
Here is an example character:
Thiundael, the Thunder of the Shining Host
Luminal Sidda
Will 3 Faith 2 Valor 3
Luminal (Lesser)
Finder (Greater)
Redeemer (Lesser)
Mace wielder (Lesser)
Uncorruptable (Lesser)
Strong as a Bear (Lesser)
Skysplitter (Lesser)
Adept-Sorcery (Lesser)
Mythic Countenance (Greater)
Challenges:
Dreaming Enigma
Distant
The numeric ratings are actually dice pools that get rolled whenever a situation would call on one of those three measures. While the traits are ranked numerically to match the words used. (Each rank is +2, so Lesser is +2, Greater is +4, if Thiundaael had been made to have fewer traits he might have had a Heroic +6 or even a Legendary +8)
The system used is quite workable. Decide what measure is being tested (Will, Faith or Valor), come up with an in character use for that measure and roll. Keep the highest die of the dice rolled and add the two most relevant traits a character has to determine success.
Oh there are of course a few more twists to the system. For example saying a prayer in character will let you borrow a die of Faith for a scene, gritting ones teeth and having your character say "they can do this" might let them borrow a die of Will temporarily in similar fashion. A few tests disallow this (calling on magic or miracles--Faith can't be used for magic, and Will can't be used for miracles of faith, simply because self will and faithfulness to the High Lord are somewhat at odds.) After all if you TRULY had that kind of faith, you'd accept the outcome as the High Lords will. If you had so much self will, you probably are not going to let go and let things fall as they must in accordance with that greater, eventual, plan--whatever it may be, this is a conflict of the setting as much as system one.
Now the game has a lot to it. Explaining how to create characters like the one above. Providing a decent sized list of sample traits,although a player can work up their own as well. Plus all the usual "how to handle magic, miracles, epic fantasy..e.tc.." that you'd expect to find.
One thing it won't have is pictures of your traditional fantasy or dark age weapons. Do you need another set of those? I certainly don't. It also will not have a huge number of NPC personalities. There will be a bestiary, descriptions of the various peoples of the Free Kingdoms and the Fallen Empire, as well as advice on running memorable games.
The aim of course is to make the game about YOUR characters and stories--not mine. Sure mine are great for me and my group. Your group will be different, and that is not only a GOOD thing it is a GREAT thing.
Will it work? I don't know. I know it makes me happy, and I hope a few other people will pick it up and enjoy it.
design,
writing,
high valor