Thursday, September 10, 2009

Dungeoneer RPG: Cultures

Thomas Denmark, over at Dungeoneer, has posted another update on his Dungeoneer RPG game (currently in development).

This time, his post is about how a character's culture impacts their abilities.

This is an interesting game mechanic to add depth and variety to the characters. And I like the fact that the character's culture can be assigned randomly (perhaps this means their will be a set of culture cards?)

6 comments:

Gothridge Manor said...

Abilities or skills assigned to a culture is something we have been doing in our game for a long time. I think it adds more flavor to being a race, especially human. It adds to the feel of your character having a cultural background you can feed off of whether its rejected or embraced.

Aaron E. Steele said...

Interesting, I had always approached it from stats perspective, for example, in order to be a barbarian, you had to have a higher con score (to reflect that you must be hardy to survive in the wild)

I don't use a skills system, so I would have to estimate any game effects from a particular culture

Dyson Logos said...

I find it bloody confusing when people write RPGs with the same name as a previous RPG, but that are not actually related to said older RPG.

Aaron E. Steele said...

I take it you're talking about the "other" Dungeoneer RPG game, the Steve Jackson Fighting Fantasy game.

Dyson Logos said...

Yeah - Dungeoneer - the expansion on Advanced Fighting Fantasy. And to sow more confusion, it was also the name of the Judges' Guild magazine for a while in the very old days of gaming.

Aaron E. Steele said...

Truth. Never played the other Dungeoneer, nor did I read the JG magazine (I was a TSR snob, in the day, much to my detriment)