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Preview: D&D 4th Edition Game Design Goodness

C.O.R.P.S. The Blog

A Blog following the development process of the tabletop RPG CORPS.

Updated: 2018-03-01T13:01:44.725-08:00


Annual Update?!


Wow it's been nearly a year since my last blog update.  You can rest assured though that the CORPS team hasn't been slacking, well maybe a little, but honestly we've made some huge developments both in our tooling and monitoring of CORPS (which helps us with the design processes) as well as additional new content.  I mean last time I wrote we were on CORPS 4.1.5 and as of this writting we will (image)

CORPS 4.1.5 and CORPS into the future


As with any game in development, especially when trying new concepts, certain things are going to fail and other things will work.  CORPS has certainly been no exception.  We've had a number of things work for us and a number of things that for one reason or another had to be scratched from the game.  One thing I can say for sure is that the progress in the game has certainly been going in the (image)

Change log? WTF is that? CORPS 4.1.3


Sometimes I feel like the development process for CORPS is something like sticking one's head in the sand.  Why are you sticking your head in the sand?  To see more sand in more detail of course.  In this case sand in my metaphor for all those tiny details that come together to make the game great.  Of course in spending such a lengthy amount of time working on the details you can tend to lose (image)

CORPS 4.0 is coming along


If CORPS 3.0 was about bringing simplification to the CORPS system CORPS 4.0 has been about normalizing the simplification process.  In particular the spell system being utilized by CORPS has seen a dramatic shift in how things work.  Previously the type of spell was very important to it's assumed action.  This grouping followed along the line of thought that certain spells were considered (image)

So you want to build a character?! Better download that character generator


You may have heard this a few times when playing a new RPG that involves a lengthy character creation process.  There are a few RPGs out there that making a character more or less means you need to get some software to do it.  Sure character builders are nice and helpful, but for some games it's just absolutely a must have.  Off the top of my head rolemasters comes to mind.  Creating a character (image)

Meet Nuuk the Destroyer


Now that testing is underway and a lot of the combat processes in CORPS are looking promising I wanted to give people a taste of what a fully fleshed out character would look like and walk through the steps on how one would be created.  Obviously this wouldn't be the complete process since there's still content being worked on, such as character backgrounds but for one of our test characters, (image)

CORPS - Player Races (4 of 4)


For the last installment of the playable races of CORPS we'll be looking at two more commonly known races in fantasy RPGS, humans and halflings. Humans are the staple race of the game.  They are as varied and abundant as they are here on Earth.  In the Overview for humans we give a brief detail based on what would could be considered the default CORPS campaign setting, similar to what you might(image)

CORPS - The attributes of a character


When we sat down to start on making what would become CORPS one of our first questions was how were we going to define our characters.  Normally RPGs will have character attributes that help define a persons physical and mental capabilities.  Since D&D was one of the influencing factors of the game we had to ask, were the classic 6 attributes from of D&D or other D20 systems enough?  Could we (image)

CORPS - Player Races (3 of 4)


Today we're continuing our third installment of the four part series on Playable Races in CORPS. When we were designing the races for CORPS, along with nearly all of the tactical parts of the game, we were focusing on keeping things balanced. Many games try to follow this 'different but equal' creed of balancing options but it's much easier said than done. Learning things as we went along (image)

CORPS - Player Races (2 of 4)


Previously I had started a series of posts introducing races of the RPG that I am co-developing called CORPS or Combat Oriented Role-Playing System. For those who mistakenly showed up here because they decided to try Bing instead of Google let me bring you up to speed. The 4 people who visit this site annually can probably skip ahead. :) CORPS is a classless level based system that wanted to (image)

CORPS - Player Races (1 of 4)


This post is series 1 of 4 that introduces the player character races of the CORPS (Combat Oriented Role Playing System) that is currently under development. With many RPGs out there, player races often comes up as a deciding factor for how someone builds their character. This is perhaps most true in games like TMNT where your race can literally determine what kinds of powers (mutations) are (image)

CORPS 3.0! Wait no, 2.5? Eh, Why Not?


Development has continued on with the CORPS (also comically referred to as CORPSE (combat oriented role playing system EXTREME) to the point where we have evolved from 2.0 and moved on to 3.0. As with any of our core game changing implementations we felt it best to increment the internal version number of our game for tracking purposes and because everyone who has a hand in this is a computer (image)

The CORPS, a new RPS in progress


Oh the progress that can be made when all other ambitious projects are thrown to the wind. As I have eluded in my one and only post of 2012 (yeah I'm totally on top of posting updates) I have been working on a new table top game for quite some time. Well I am happy to say that a great deal of progress on has been made towards putting together, what in my opinion is, an epic game. We've even go(image)

The Dreaded Rules of the House


I have had a whole host of experiences with house rules and their impact on various games. Some of these experiences have been good some have been bad. The most common place where I have encountered house rules have been in the world of table top RPGs. Systems of themed rules established to allow players to control characters to interact in some kind of fictional settings have room for any (image)

Group makeup or group breakup?


Designing a game or a component for an already existing game is a creative process. It requires one to put forth something that is both realistic and fun within the constraint of the rules imposed by the game. However, in such a design process the designer cannot forgot or over look the importance of the makeup of the group. I think I personally experienced this lesson on it's most brutal (image)

Getting into the specifics


One of the biggest things that had been holding me back from making a blog for a long time was the name. Yes, the name of the blog has always seemed an impossibly daunting task to me. It requires one to know what is going to be written long before thoughts or concepts of the to be written material ever existed. In this respect, the name for a blog would need to be vague. Something that is (image)

Setting the ground work for what makes a great game


At an abstract level a game is merely a situation that involves actors that have a set of rules imposed on them. Generally the rules apply across the board to the actor(s). Games also usually present some sort of objective or state in which a particular actor may win either against the game as an abstract entity or against other actors. In following the objectives of the game and adhering to (image)