We're back!
As denizens of the TNP Discord will know, one of the main things I had been putting thought into over the break is the random campaign generation mechanic. I narrowed down a few of the specifics, and finally put it all into writing, so that I could distribute it for critique and feedback. Overall, I'm very optimistic about this system, based on the responses I got. There are only a few minor adjustments/clarifications that need to be implemented, after which I would say that this subsystem is "playtest-ready."
The basics of it are as such:
- There are 4 basic types of encounters: combat, exploration, social, and subterfuge
- A number of encounters are planned for each level, starting with 4 at level 0, and increasing by two every level (to a maximum of 5th)
- A campaign thus consists of 54 encounters, approximately half of which should be combat encounters; these encounters can all be curated entirely by the DM, or by using a deck of cards to quickly generate a randomized campaign.
- Face cards, jokers, and clubs are all used as combat encounters; aces are considered "wild" but are recommended to also be used as combat encounters; the numbered cards of the other 3 suits are used to generate (non-combat) encounters of the other 3 types.
- The party can win the campaign, if they successfully complete a majority of their encounters.
This is something that I feel TTRPGs need -- a definitive ending point, and a way to track progress and success. Ever since it was pointed out to me that the number of cards in a deck (52, plus 2 jokers) corresponds to the number of weeks in a year (and that there are 4 suits, just as there are 4 seasons) I've wanted to bake this sort of correlation into how the random campaign generation was constituted. Clubs being a weapon made me want to associate that with combat; hearts representing social interaction seems intuitive, and exploration being about finding treasure would map to diamonds as a suit. Spades end up being "black ops," I suppose.
Since the numbers and types of monsters that can be generated in a combat encounter have a prescribed formula, starting from a randomly generated series of encounters, the monsters can be thrown into action fairly quickly. This formula will need to be incorporated into the campaign generation documentation, since currently I have it bolted onto the monster mechanics documentation. As mentioned before, some of the keywords and their related mechanics need to be finalized, in order to fully flesh out the archenemy mechanics. But after that? The campaign generation and monster mechanics will be basically complete.
The only remaining tasks then, in terms of completing the DM-side documentation, would be finalizing the non-combat encounter mechanics -- which should involve incorporating the detailed description of skill usage, as laid out previously. After that, I feel at least some "sample" monsters should be put out into the wild for mass consumption, but hopefully playtesting can begin as soon as it becomes convenient to do so.
...
Look forward to all of that (and more) coming this year!
As mentioned before (and on the Discord) sequel content will also show up on the blog, as well as any "TNP 1.1" developments -- or possibly even some new ideas in game design, should they arise.
Check back for the next post on January 21st!