Developer's Journal: Ravyn
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Author:  Ravyn [ Wed Mar 19, 2008 2:29 pm ]
Post subject:  Developer's Journal: Ravyn

This is your friendly neighborhood fluffmaster, showing you a little of what's going on behind the curtain. Times have been a bit slow with me--college is being college, and I've been a bit busy with overall company matters; for the next few months, while there will be project design, most of my work will be devoted to getting the paperwork out of the way so we can bring the meat of the operation to you, our wonderful audience.

Ouroboros Mentality: I've finished putting in general local color for Rihana's Gate, the first city in which the Ouroboros Mentality is set, as well as bringing to life several of the locations players are likely to explore. Creature artwork is at a bit of a standstill, though as you can see from my avatar, the Resentment currently shown black and white in the preview will be in living color with the release of the first adventure.

Other projects: Have you ever wanted or had a player who wanted to build a construct, but not been sure how to balance it? Looked for a construction process a little more individual than "Cast X spell on Y component for Z price?" Wondered what should really happen when you cast "rock to mud" on a stone golem, or inflicted fire damage on a flesh golem? Considered the advantages and disadvantages of incorporating elementals or undead into your design process? Wanted a real robo-familiar, or to make a rogue specialized in construct deactivation? My next project is an ultimate guide to constructs, the people who make them and the people who have to work with them. Interested? Send me a PM, or just stay tuned!

Author:  Ravyn [ Mon Apr 28, 2008 12:26 am ]
Post subject:  Re: Developer's Journal: Ravyn

As the school year winds down, my work here is picking up.

I've been serving as an editor and fluff-writer for all three of our current major projects. The Ouroboros Mentality, as you have seen, is a playtest and a little formatting short of completion (I would like to repeat our call to potential artists; see Announcements for details), and Ten Thousand Days is rapidly coming together.

As for the Variants Handbook--along with the character-building goodies mentioned in Duke's journal, the book attempts to balance mechanics including epic spellcasting, the infamous diplomacy skill, distances without a clearly defined grid, and even new possibilities to bring the mystery and a bit of the risk back into returning from the dead. Even with the crunch emphasis in this volume, we're paying attention to how our rewrites fit into the world; on release of the Handbook, each of the classes, particularly the new ones, will have full descriptions and suggestions for how they might both behave and relate to others of their class, other classes, and the world as a whole.

Questions? Comments? Suggestions? Drop me a line.

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