Wednesday, February 21, 2024

Design Journal 02/21/24


 
Another task that sits high in this push is working through the Calling’s Special Features. These are skill-specific, leaning towards a particular role of an adventurer. Some may only fit for one Calling, while others are shared. An example is Maneuvers. Maneuvers are fighting skills, themed batches for the different weapon types. 
 
To make it a little light-hearted and exciting, each batch of Maneuvers is themed with an animal. So, simply take some of the highlights an animal is used for and work from there. The Bear Maneuvers are considered Heavy, focusing on strength and defense while moving on the offensive. As a peek into the mechanics – 
 
Bear Grasp - On the designated Attack's hit, an adjacent target to you is moved to a different space adjacent to you, Pushed 5 feet, Agility / Dodge Check to prevent the Push. And this Maneuver is stepped with level progression, to reflect your growth and understanding when using this Maneuver.
 
I am hoping this and early posts are grabbing your interest as we come closer to cementing the core mechanics and pushing for publication!
 
- James S. Austin

Tuesday, February 20, 2024

Design Journal 02/20/24

 
 
The time has come to push out as much of the ‘grindy’ over the rest of this and next month. One is no surprise when creating a new RPG – spells. The task of putting together a full list of spells has been completed, but leaving room for going beyond the base list, catching those spells that help balance the core adventuring needs. 
 
Right now, the list is over 900. This is because we want a sense of diversity between the available Callings. I, like many, am fatigued with all wizards having some of the same handful of spells in their repertoire. I do love a good fireball, but what about a cryomancer? We can have an ‘ice ball’ as a repurposed fireball, but let’s go beyond. When done, we should have a pretty awesome set to work with for players.
 
- James S. Austin

Tuesday, February 13, 2024

Castiel Journal 02/13/24


 
The Cassian Peninsula sits in the northwestern corner of Ballidrous, a massive continent located mostly in the northern hemisphere of Enolia. The region has been inhabited by humans for centuries and was geographically isolated from land passage until the Ardalian Empire’s seafaring expansion began charting and linking the north. The Ardalians mapped a land route and opened waterway trade routes connecting to ports within the Ardalian Empire and the surrounding kingdoms and territories. This resulted in an age of enlightenment for the Cassians, a blending of Cassian ideals and daily living with external arts and scholarship.
 
- James S. Austin

Wednesday, February 7, 2024

Castiel Journal 02/07/24


 
As we roll out the Chronicles of Ballidrous Campaign Setting, I am working through the various game systems to see what directions we should go. We are already using 5E, but there are plenty of other options. There is of course The Pathfinder Role-Playing Game and Pathfinder 2E. The goal would be to have the system complement the system, as some may not be a fit.
 
What would be other options you would like to see and play?
 
- James S. Austin

Monday, February 5, 2024

Design Journal 02/05/24


 

We have our first printed product on the cusp of release. Just received the proof to review. Not bad as a whole. Need to adjust the margins slightly for a better presentation. The images come in darker than you would expect. I have the ‘shadow’ image in this one, and it is quite dark. I know it’s not practical, but I loved it being that dark, hard to distinguish the shapes… kinda like finding a shadow within a shadow.
 
I see the cuts are not as straight as I would like to shave the bleed, but that is somewhat to be expected when having page images with lines to highlight the issue. But overall, feels good to see a physical product.
 
- James S. Austin

Castiel Journal 02/05/24

 


 
The Kingdom of Castiel will be our first major location release for The Chronicles of Ballidrous. I chose this one as the primary as it is a coastal setting in the far northwest. The feel is as if it is an isolated nation with only interactions with a few other local nations, allowing players who are not familiar with the setting to have a chance to slowly learn.
 
Key points of this area:
 
- Low magic, higher levels of magic are looked upon with suspicion and fear.
- With the dawn of commerce abroad becoming prevalent, venturing out to discover the world around them sits at the heart of budding adventurers.
 
General Storylines
- Touch more on the Fae interactions with humans.
- A clash between the worshipers of the Old Gods and the introduction and rising popularity of the Eidonias (elven) gods.
- Was recently occupied by the Ardalian Empire, an elven military-driven nation.
- An empire of humans once ruled the lands in the north but mysteriously disappeared ages ago, leaving behind remnants of their civilization. Cassians are indirect descendants of these lost people.
 
Castiel will also be the launching point for the first set of modules focusing on the storyline – ‘The Bai’shen Prophecies’. Awesome times to come!
 
Let us know what you think!!!!
 
- James S. Austin

Wednesday, January 31, 2024

Design Journal 01/31/24

 

The final Archetype is the Naturalist. I struggled with this the most. They could easily fall under different Archetypes.
 
Transmorpher – Heroes who have bound their natural form with the energies of Nature.
 
Warden – Heroes who have found their calling in protecting Nature.
 
As can be deduced, these Callings will include druids and rangers, among other builds. The departure from the first impulse to just lump came from understanding how and where their magic was obtained from within the Weave. They are not truly divine or arcanic, using those universal terms. There had to be a distinction between these Callings and the others, sourcing from the Weave nature’s essence, the natural laws. From the egg of thought, this was hatched as the plan. (I know… so bad.)
 
- James S. Austin