Archive for March 2014

Our Elves are… Nonexistant

Pyron is, at its heart, a game about people. The stories it tells are people’s stories. We made the choice not to include other playable species, or a large selection of monsters, because we feel that this often distracts from the core of human issues. It’s much easier to dehumanize and justify slaughtering enemies that are monstrous, as opposed to dealing with enemies that are clearly other people.

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How does Magic Work?

As always, I designed this part of the game with an eye toward customization and balance. On the customization side, there’s no spell list, and players get to create their own spells. On the balance side, damage is capped by our damage system, and magic is limited by the Burnout system. This causes our magic system to be a nice little balancing act, between designing spells that have the maximum desired effect, and spells that will allow you to keep casting for longer, and provide the minimal possible Burnout rate.

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What are Regional Bonuses?

Well, Pyron originally had three different bonuses that characters got at creation. The first was their National Bonus, which was what each nation was stereotyped as being best at. The second was their Regional Bonus, which was what their region was known for being good at. And the final bonus was the Personal Bonus, which they chose. Over time, we cut both the National and the Personal Bonuses, for different reasons.

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Look! Kitty!!!

2014-10-12 14.34.41 Things are going pretty well at the Seref Offices lately. We’re chugging along at the re-writes, and Reme’s been doing some great blogs for us in the meantime, but it’s been very academic, so since we don’t have any playtester hijinks to share with you at the moment, I offer you this photograph of Isis Nikki Loaf, in her cone of shame, in a sunbeam, looking reproachfully at me for not working on something more productive than taking pictures of her.

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What are Skill Perks?

One of the key goals we had when designing our character creation process was in ensuring that all possible character builds were, relatively speaking, equal to each other. It’s always a bit unfortunate, I think, when you build a character for RP purposes, and find out that this means you have to sacrifice their ability to survive and engage in battle. So, we made sure to focus on having plenty of useful non-combat applications for our skills, and lots of purely non-combat skills. Plus each combat skill is designed to be just as good as each of the others.

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