Spellbound Kingdoms

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MacLeod
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Spellbound Kingdoms

Post by MacLeod »

I pimped this game on rpgnet so's I thought that I would be bring it here to the TLG crowd.
While Spellbound Kingdoms is a fantasy RPG, I don't think it will tread on the domain of a game like C&C. It takes a very different approach to the genre and I think it will be a worthy addition to my RPG collection. In the spirit of sharing, here are a couple of links for those of whom are interested in something new...

The main website...
http://www.spellboundkingdoms.com/

This is a link to the Combat Primer pdf. This is essentially a preview of how combat will run, highlighting the game's very unique Combat Style system.
http://www.spellboundkingdoms.com/SKCombatPrimer.pdf
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serleran
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Post by serleran »

Always neat to look, even if I don't find everything palatable.
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Post by MacLeod »

It is a hard sell for a group of people whom are already deeply invested in a fantasy RPG already...

I'm going to end up buying SK cuz it looks like it will provide a much different experience than a game like C&C. I think the combat system is going to be gobs of fun.
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Post by MacLeod »

I'm going to keep the 'drum up interest' mission going by posting Frank Brunner's Power 19.
1) What is your game about?

Fantasy adventurers. The unofficial subtitle for the game is Love, Fear, and Magic. Love and fear play a central role in a characters story, and magic shapes society and the physical world. The core of the game is the development of each characters story. The game is designed to support many different types of fantasy adventure stories: dungeon exploration, wars, court intrigues, ancient prophecies whose hour comes round at last.
2) What do the characters do?

The characters go on adventures and pursue happiness. Usually the happiness takes the form of something that the character loves, like gold or an NPC. It may require overcoming something that the character fears, like a kobold or a Port Governor who's angry about you spending time with his daughter. And sometimes the happiness is just killing monsters and taking their stuff.
3) What do the players do?

The players play their characters through dialogue, combat, chases, explorations, and investigations, and the GM GMs. Depending on the group and the campaign, the players may also engage in player-vs.-player activity and/or cooperative worldbuilding. There is more rules-supported player-vs.-player and cooperative worldbuilding in SK than in many other RPGs.
4) How does your setting reinforce what the game is about?

Both the social and physical settings reinforce the themes of adventure, love, fear, and magic. Because of the nature of magic, secrecy and tyranny are common. Fear is a constant for many. When a characters loves are threatened and threats are plentiful in this brink-of-the-renaissance society - there is an impetus to adventure.

The physical setting is informed by magic, although the actual practice of magic is made less than common by both politics and nature. The setting picks up at an age of discovery, and there are newly discovered fantastic locations to explore. When combat (physical, social, mass) or a cooperative encounter occurs in a location, the environment in that location colors the scene and provides bonuses and penalties. SK also supports the apparatus of literary art - foreshadowing, symbolism, metonymy, and the like - and the setting is a means to convey this support.
5) How does character creation reinforce what the game is about?

Character creation gives players a chance to define not only how they will accomplish their adventuring goals their abilities, talents, and so on but it also helps them to define what their adventuring goals are. The character creation process makes a player think about what type of adventures his character is suited for, and it makes him codify that in a concrete way so that the rest of the players and the GM can understand this characters role in any party. Specifically stating some of a characters motivations during creation also helps the GM understand what the player is looking for out of his gaming time.
6) What types of behavior does your game reward or punish?

The game rewards play that is adventurous and risky. The rewards take standard forms such as experience, treasure, and reputation, as well as non-standard forms such as increased security, the ability to appear in more scenes, and increased narrative control. The game punishes boring and non-participatory play. It does so chiefly through opportunity costs in the form of missed rewards.

Play also rewards non-disruptive player-vs.-player action. In most campaigns, players will still be working together toward an ultimate goal, but they compete against each other for glory, influence, NPC relationships, and more.
7) How is behavior rewarded or punished?

I included that info in #6 above. Though there is a kill things and take their stuff component to the game, experience is not generated solely by beating down monsters. Hacking the eyestalks off a beholder might earn a character some experience, but so could dialogue, espionage, trade, or many other scenes. A character may not earn full experience if he does not participate in enough scenes or enough of the right type of scenes (the theme of the adventure determines the right type).
8) How are responsibilities of narration and credibility divided in your game?

The players have somewhat more narrative control than in many RPGs. The GM is the final arbiter. Players take turns picking scenes and stakes. For example, the GM opens an adventure with a scene where manticores provide cover fire to a team of Fury thieves who break into a character's home and attempt to steal or destroy a painting that he thought was worthless. After running this combat, control passes to the first player. He chooses what his character does next, and other players can choose to have their characters participate. For example, he might ask around in the underworld if anyone knows these particular trolls (Furies are a race of trolls). If he succeeds, he gains information, if he fails, his reputation is harmed (or he pays some other price). There are no meaningless scenes. There are always consequences. Then the next player chooses a scene and the stakes of that scene. As mentioned above, the GM maintains final say over the feasibility of actions and likelihood of success.
9) What does your game do to command players attention?

Pace is the most important thing. Sometimes RPGs get bogged down by dice or inconsequential scenes, and they end up moving at the pace of an opera. That slow pace usually hurts the game. Spellbound Kingdoms is designed so that play is speedy and multiple players are participating at once.

In addition to the pace, the standard attention-getting devices are here: thrilling combat, dangerous journeys, lurking evil, non-lurking evil, the promise of treasure and power, and the threat of death and dishonor.

Finally, the rules help form the game into a story (with a real beginning-middle-end plot), and the story helps to keep players attention.
10) What are the resolution mechanics of your game like?

The core is a roll-over-target-number dice-based mechanic. The dice are in increasing sizes, somewhat like Savage Worlds (or even Shab al-Hiri Roach).
11) How do the resolution mechanics reinforce what your game is about?

The core resolution mechanic ignores unimportant things. Theres no Use Rope skill: if you want to tie a rope, then you can tie a rope, no mechanics needed. If you want to escape from the Devil of Marigars manacles, on the other hand, then there is a resolution because theres a conflict. First and foremost, the mechanics support the games theme of adventure by only coming in to play when theres actually an exciting conflict to resolve. Everything else just goes according to the narration of the GM or player who is in control of the scene. Its kind of like My Life with Master in that regard: the storys the thing.

The action points mechanic allows a characters loves and fears to influence his rolls. Even the most mundane sword strike can be colored by love, and the mightiest spell can fail because of fear. This mechanic constantly points to the emotions and values at the heart of the game.
12) How do characters in your game advance?

Characters earn experience from adventures. All kinds of adventures. Slaying monsters is an adventure, but so is flirting with the queen while the king is at the war front. So is talking to a mad god. So is leading an army across the mountains to lay siege to the Ris temple.

As characters gain experience, they gain new abilities. There is a class and level system. There are also talents that reach across class boundaries. Organizing groups - armed legions, churches, secret societies - is also a fundamental feature of advancement.
13) How does the character advancement reinforce what your game is about?

Character advancement requires participation in adventure of some sort.
14) What kind of effect do you want the game to produce in players?

Fun. However they define it. Im working hard to make the system flexible enough that it can accommodate different notions of fun. But fun is definitely the goal: fun from the story, fun from combat, fun from roleplaying, and fun from creating and exploring a world with your friends.
15) What areas of your game receive extra attention and color?

Dialogue is colorful and distinct from social combat in most other RPGs. Combat also gets a lot of attention, as it is a perennial high point in RPGs. Character development, too. Its a balance because if youre bogged down in the details, then youre not playing, and if you run out of interesting choices, then you run out of game. The environments have also received a lot of attention, as has mass combat.
16) Which part of your game are you most excited or interested about?

That is a very hard question, of course! If I had to pick just one feature, it would be the games ability to support dramatically relevant scenes at both the individual level and the regional level. The rules are light, but they cover mass combat, politics, shadow wars, guilds, and governance while also detailing individual armed combat, social combat, and emotions such as love and fear.
17) Where does your game take players that other games can't/won't?

I hope it takes people to a place of emotion while simultaneously leaving them with a feeling of going on a rip-roaring adventure. The dialogue system takes them to a Whose Line Is It Anyway? place of fun, humor, and dramatic improv if the group chooses to play it that way. Combat feels less like a wargame and more like a case of opponents measure each other, feint and jab to expose weaknesses, then clash, then retreat, re-assess, circle warily, and then clash again. The game also guides players toward a literary story: environments and adventures have themes and motifs, and players are rewarded for embracing this symbolism in dialogue and action. Finally, the design goal is to build a system with one of the highest rules-depth to rules-complexity ratios in the industry, that is, a system with light or light-medium rules with deep strategic space to explore.
18) What are your publishing goals for this game?

Possibly Lulu, but I know that some games have had bad luck there. I like the idea of a print-on-demand service for all the obvious reasons, but if the quality isnt there, then I may spring for a traditional publisher. Or perhaps I will go for a two-tier print run, with a short run from a known publisher and further copies available from Lulu. Regardless of what happens in print, I also plan to have .pdfs for sale through the usual channels (drivethrurpg and rpgnow, e23, et al.). There will also be a free Quick Start Basic Rules guide online.
19) Who is your target audience?

My target audience is current gamers and their friends. Ideally, Id like to reach their currently non-gaming friends too. I think that keeping Spellbound Kingdoms toward the rules-light end of the spectrum will help bring those NGFs into the fold.
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Post by Relaxo »

I must say the combat looks interesting. It's not like I review RPGs for a living or am deeply in touch with every development in the industry, but I think that looks really unique and also interesting.
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Lord Dynel
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Post by Lord Dynel »

Looks interesting. Thanks for sharing!
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Post by Maliki »

Thanks for sharing.
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MacLeod
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Post by MacLeod »

No problem.
The combat is pretty unique... I know I haven't played nor even read every RPG on the market but I can't say that I've ever seen anything quite like the Combat Styles.

It is the sort of creativity that gets my creative juices flowin'. I already have different style ideas floating around in my head... Its too bad the game has a bit to go yet (August, as of right now).
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Post by YcoreRixle »

Hey all. Mac, right, August is a definite for the release date.

If anyone is interested, there's a lot more information over at the official site. I'd provide a link, but oddly enough, the Forum Demons are telling me "Registered member must have at least 5 postings to post any URL/Website Link." Alas. Well, the site is spellboundkingdoms dot com.

Serleran, anything you care to mention as not being specifically palatable? Feedback is always welcome.

Consider this an open invitation to the forums over at SK. And if you're at Gen Con this year, stop by one of the demo games. Or better yet, play in one! The Friday and Saturday games are sold out, but there are still a couple of spots in the Wednesday night game. And if you haven't downloaded the Combat Primer yet, give it a whirl. There's a lot to try out there.

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Post by MacLeod »

For those interested... A new preview is up detailing the Assassin/Rogue class and History/Skills rules. Also, in the Setting section is a preview of one of the four human races; prince/princess of wolves.

Check it out. http://www.spellboundkingdoms.com/game.html
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Post by MacLeod »

I just want to add to the above that the second preview is up. Same sections, different info. This time it is about Magic and the Sealed Kingdom.

Enjoy.
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Post by YcoreRixle »

Yep, come on over and check it out! The schedule for future previews is on the front page. I'm doing my best to answer any questions in the forums, too, so there's a lot more info in there.

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Post by MacLeod »

Continuing its work, the revelation machine has turned out the third preview. This one is about Fixers, Social Combat and Seradynn Trolls.

Game Mechanics Previews
http://www.spellboundkingdoms.com/game.html

Setting Previews
http://www.spellboundkingdoms.com/setting.html

Read and be amazed!
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Post by serleran »

One thing I find both interesting, and at the same time, anathema is the built-in combat "feats" where X leads to Y or Z, as if certain actions inevitably lead to another, making combat more about following the "flowchart" and less about the actual randomness that it is supposed to be. I'd have to play through mock combats to see it in action, but the way it reads to me is not something I would particularly enjoy, but it is something different, for the most part. And, that's a plus.
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Post by Lord Dynel »

Interesting, serl. I'm not trying to be an ass, but some video games, and a lot of MMOs, have a combat system that allows for certain attacks to "light up" only when other attacks have been used or other, certain, conditions have been met (like evading an opponents attack, for example).
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serleran
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Post by serleran »

That is probably why it feels off to me -- it reminds me of a video game, like Mortal Kombat where you have to do "combos" to be effective.
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Post by MacLeod »

Perhaps that is where the system was born from, I'm not 100% sure on that. I don't really feel that it comes off as video game-ish, personally. It comes off as a novel way to emulate different fighting styles without resorting to simply colorful description.

Its really easy to track and all the numbers are right there... so its a simple system that allows for some strategy. The core mechanics are pretty simple overall in any event. Die-steps, no post-math, "Hit Points" hovering around 5 for a good chunk of the game, etc...

I would definitely recommend trying the combat out before knocking it completely... You may not change your opinion but at least you'll be enlightened enough to properly make such a judgment. Its my hope that you end up liking it but given what you've said I'm sure that is a long shot. However, there still may be other things you like about the system.

Heh, just wait 'til you see the next game I post about. You'll despise that one, serl.
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Post by Lord Dynel »

I don't know about serl, MacLeod, but I wasn't knocking it, per se. It's just that when serleran described the combat as such, that's teh first thing that popped in my head.
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LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.

MacLeod
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Post by MacLeod »

Yeah, I can understand the perception of throwing a combination of attacks... attacks that are linked to each other through a logical system as opposed to arbitrarily selecting them. However, there are always multiple options in SK, regardless of where you are on a Combat Style Sheet. It makes every selection feel meaningful. This may not be a problem for other folks... but I always end up getting bored if I am just wordlessly tossing a dice every round. No reason to explain when I'm just swinging a sword or throwing yet another magic missile.

In any event... I recommend giving it a shot. You can use the pregens in the Combat Primer to play out a battle between you and a pal. Keep in mind that everyone has style variations so combat between two Freesword warriors may proceed differently than what is expected.
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Post by MacLeod »

Fourth preview is up!

This one is about Dynn, the night-haunted kingdom and Mass Combat.

Enjoy!
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Post by MacLeod »

Another preview is up... A few of them previous previews can only be found in the forum due to a vacation.

This week is about running a kingdom.

All the revealed tidbits so far have been pretty interesting, can't wait to see this thing in action!
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Post by MacLeod »

And so, the game was released unto the masses and twas only $8 for a 250+ page pdf at Drive Thru RPG.

As you all can tell, Spellbound Kingdoms has finally been released. Unfortunately, it is only a pdf as of right now. However, hardcopies shall be a-comin' shortly after GenCon.

Interestingly enough Mr. Brunner, the creator of SK, is trying to work in a voucher deal where those who buy the pdf will get some bucks knocked off of the hard copies price tag. .................................................................................................................
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Post by MacLeod »

For any who has been exposed to the debacle revolving around the omission of a Table of Contents and pagination errors... Frank Brunner has recently stated that a new, fixed edition of Spellbound Kingdoms will be released. Those who already paid for it will get the update for free as expected.

Personally, I developed my own Table of Contents for use with the pdf. When dealing with pdfs, I usually make a b&w ToC to print out for my desk anyways...
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Post by MacLeod »

Further developments...

An official table of contents has been generated and can be found here.
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