So I wanted to talk about Pommels & Paradoxes a bit. The game itself has changed so much since I began working on it over a year ago. Gone are all the classes, replaced by just two now. The basic mechanic is a lot different now as well. I hope it still feels old school enough and I think it does. Only time will tell of course.
The most interesting change has been one of tone. What had been an excuse for some good ole fashioned dungeon beat downs has now taken a dark turn into swords, sorcery, and social commentary. I want to aim almost for some cathartic play that let's players let their hair down for four hours and they can walk away feeling cleansed. Balancing that with good test and an eye towards modern ideals won't be easy and I will err on the side of more messed up than not.
With a shift in tone, a shift in mechanics that do not support that tone as much as they get the hell out of the way is in order. It is dice rolling people, this is not rocket science. So it won't be anything anyone has not seen in some before. I hope it still feels unique though and of course that it works. If it does, then I may use it as the basis for other games too, but that remains to be seen.
More on P&P next week once Salt Mine Blues is up and out.
Edit: It has been over two years since I picked up P&P again.
So the RPG Gods must have been smiling down on me today. Yesterday I commented in an unofficial sort of EN World poll about most anticipated RPGs of 2017. Well I of course put down Skaerune' and Pommels & Paradoxes. So of course both make the the official poll list! I am beyond ecstatic over this.
So now I am in hyper marketing mode since only a handful of people know about Skaerune' and even less know about P&P.
So if you are interested go over to EN World and vote for us! Plus the other games on there you are anticipating in 2017!
Sean AKA The Dragon has been gaming or thinking about gaming for over thirty years. Game design is one of his greatest passions. He has ideas and is not afraid to talk about them.