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2015/02/02 19:33:00
Subject: RAID, a new tabletop RPG. Alpha Test released!
I'm releasing the free alpha-test version of the game's rules on Sunday. Until then, I will be sharing information about the game, along with conceptual artwork here and on the game's. Myself, along with the rest of the design team would really appreciate whatever attention you can give this game, as it's really near and dear to us.
RAID is an original tabletop roleplaying game set in a fantastical far-future, utilizing a hex-grid map and a brand new system. In RAID, players take the role of Wardens, ever-vigilant heroes who patrol the Hollow in an effort to beat back humanity's foes, hunt unimaginable treasures, and unlock the secrets of the Golden age.
In addition to sharing pictures and details, I'll also be around to answer questions as the head of this project.
Sinful Hero wrote: Might be careful with the naming of some of those critters- Aren't Aboleths and Otyughs WotC trademarked/copyrighted/whatever legally protects names?
Automatically Appended Next Post: Otherwise looks pretty interesting.
I made sure that the names I used weren't legally protected by their creators. Surprisingly, WotC only protects a few of their monsters, including the Beholder, which served as inspiration for my Sciphozoa.
This message was edited 2 times. Last update was at 2015/02/06 03:31:52
Alright, here's the major update that I promised. In this post I'll divulge more about the game's setting and the rules.
Fluff:
Spoiler:
RAID takes place in a science fantasy setting, inspired by other games, film, and literature.
Countless years ago, mankind spread itself to the heavens. Thousands of colonies and research facilities were established on hundreds of worlds across our arm of the Milky Way. History has forgotten what set off the technological enlightenment which allowed such feats as transmat relays, faster than light travel and century-long lifespans. Archeopriests have discovered that mankind colonized every world in our solar system within only a single century. Within three centuries, human life thrived in more than a dozen star systems. We know now that this Golden Age survived only a thousand years before something dark and terrible leapt out from the Hollow and struck our species into a new age of darkness.
The Dark Age hit all of humanity instantly. Still, our Archeopriests cannot decipher just what caused so much death and destruction across all of our colonized worlds. All otherworldly human life was snuffed out. The massive city upon the mysterious satellite known as the Skyshield is the last bastion of safety, however all knowledge of the technologies of the past were lost to us. The Jovian worlds, Jupiter, Saturn, Uranus and Neptune, once harvested for gases and energy are now home to great, floating graveyards. The Great Belt is a deathtrap; bloodthirsty aliens lying in wait behind every asteroid, ready to ambush unprepared adventurers. Mars, once a capital of engineering and manufacture is once again a desolate, frozen wasteland. Earth can no longer ensure humanity's safety, inhabited by savage aliens and wildlife run amok for centuries. Venus is a deadly environ of overgrown alien jungles, sky-scraping towers of the Golden Age, and churning, acidic oceans that wear away at the rocky coasts. Mercury is a fiery-hot dungeon, carved full of subterranean fortresses and caverns dug by Orc invaders and inhabited by a menagerie of monsters from across the galaxy. It is a galaxy of immense evil and unimaginable horrors, but it as also a galaxy of magic, treasures, and wonders to behold.
Gameplay:
Spoiler:
RAID utilizes a unique, 3d10 "roll under" system, inspired primarily by the Dragon Age RPG and Fantasy Flight's 40kRPG series. Exploration and combat are reminiscent of D&D 3.5 and Pathfinder. Though there is not a "class system", players may choose to adopt multiple "Archetypes" which allow them to gain abilities through Archetype Ability Trees. After gunplay, Psionics are the second most important part of RAID's combat system. Psionics are magics, accessible to many, though mastered by few. Leveling up is meant to be fast-paced, allowing players to experience a wide array of abilities, weapons, psionics and foes within only a few sessions. Overall, the goal of RAID's design is to provide a fun ruleset that immerses players in the universe.
Again, I would absolutely love to hear what people think about this project. The Alpha test rules document is going to be released on Saturday, I'll be sure to drop a link here.
This message was edited 1 time. Last update was at 2015/02/05 22:21:45
The RAID design team has decided to refocus its efforts. While the rules will remain fairly unchanged, we feel that it is necessary to completely overhaul the game's setting. This decision comes from the response the game has drawn (not on this site, obviously ) which claims, resoundingly, that the game is too derivative. In addition to the planned overhaul, the design team has doubled in size (from 2 to 4 people) and now has a more effective communication and design process in place which will ensure that the overhaul is concise, coherent, and quickly released. If anyone on Dakka is following RAID's progress, thank you for your interest in our work
-The new RAID design team.