Technical discussion of Races

David Shelley, On Races I’ve talked about the specifics of character creation in an earlier update. In this one, I’ll discuss some of the specific Races from a technical perspective. Edwin McRae, our narrative designer will be showcasing them from a Lore perspective. We have eight Races and eight Classes designed, but we won’t commit to having them all in the initial game until we finalize some budget aspects. I’ll talk more about Classes and Specialties in the future. Shade Elf. One of two elvish races, with the Shade Elves living in the deep forests close to the imperial homeland. The are very mobile, fast (Running and Flash Step Abilities), never surprised, and acrobatic. High Elf. Much closer to their Fae ancestors, the High Elves have a close link to the Dreamlands. They can restore their long term health through trance, so they can remain awake through the nights. Sealed doorways are no barrier and High Elves can pass through them without opening the door. They have the Fate ability which reduces the effects of Crticals and Fumbles for themselves and increases them on their opponents. Imperials. The humans who lead the empire, martial and noble. They have a bit of luck, some resistance to damage, both short and long term, plus a bit of combat move to avoid Opportunity Attacks, and Fastdraw to speed up weapon switching. Half-Shade. The Shade Elves are close enough to the heart of the empire to interbreed with the Imperials. As one might expect, they have some resistance to damage, some mobility, still can’t be surprised. Dwarf. From the harsh desert lands, the...

TSI Kickstarter this Wednesday, March 11th!

Gold Box fans rejoice! TSI is launching our Kickstarter this Wednesday, March 11th. Show your support for our exciting single player RPG: Seven Dragon Saga. We’re back from GDC and happy to share details about what we’ve been working on. In case you missed the announcement, GamesBeat did a terrific article on our “Gateway” initiative for transferring characters across games beginning with support from inXile and HareBrained Schemes. Read more about it here:http://venturebeat.com/2015/03/02/ex-ssi-gold-box-devs-go-back-to-the-future-with-tools-to-transfer-characters-across-role-playing-games/ SSI alumni and Gold Box veterans David Shelley and Paul Murray, along with the rest of the TSI team are proud to bring you an exciting new challenge. Whether you remember playing Pool of Radiance, Curse of the Azure Bonds, and Wizard’s Crown or simply enjoy a quality RPG with tactical combat Seven Dragon Saga is for YOU! But this can only happen with your help. As an indie studio, we are looking to our fans to fund a significant portion of the development through our upcoming Kickstarter campaign, which begins on March 11th. We aren’t shy about our ambitions to make a great game, but that takes additional resources and effort. Beyond funding, we are inviting you in on the making of Seven Dragon Saga. Increasingly fan feedback has been integral to the creative process that gives rise to innovative games. We hope you’ll assist us in this adventure!” We hope you will help spread the word and show your support when our campaign goes live this Wednesday at 10AM PDT. Sincerely, The TSI...

Gateway transfer system

RPG players will be able to transfer characters between RPGs via Tactical Simulations Interactive’s “Gateway” initiative – First games include Shadowrun:Hong Kong and Torment: Tides of Numenera March 2, 2015 – Los Angeles – Tactical Simulations Interactive (TSI) today unveiled “Gateway” – a system that allows players to transfer their favorite characters across supported RPGs. The initiative will be rolled out in TSI’s debut title, Seven Dragon Saga – an original fantasy RPG for PC, Mac and Linux, based upon an original pen and paper role-playing system designed by former Strategic Simulations Interactive (SSI) alumni Keith Brors and David Shelley.   Developers inXile and Harebrained Schemes have also announced support for Gateway, with more set to sign on in the coming months. With Gateway, TSI is inviting RPG developers to take part in an initiative that hearkens back to the days of classic RPGs like The Bard’s Tale, Ultima and Wizardry — a time when players could fully transfer their characters and parties into different games, without having to create them from scratch for each game. “Gateway goes beyond being an import/export feature — it represents a development philosophy that I enthusiastically endorse. By proposing and developing a data standard for game characters, TSI is establishing a stepping stone for independent CRPG developers to collaborate and share content and expertise . It is very much in the spirit of crowd funding and independent game development. As a fan of SSI’s titles, I’m thrilled at their return through Seven Dragon Saga and am excited they are spearheading this initiative through Gateway,” said Kevin Saunders, Project Director, Torment: Tides of Numenera...

Making characters Unique — an Overview

As Paul touched on in his recent review, Seven Dragon Saga allows players to create their entire six man party. We chose this to give the player far more control over how they balance their party, and creatively build their team without the pressure to drag an NPC specialist with them that they are not fond of. However, we also intend to take some steps to give personality to the individual characters, preventing them from becoming simply “Thief toolbox” and “High damage dealer”. Our first effort to make the characters feel unique is the Race, Class, Specialty selection system, which provides distinctive weapon and ability optimizations. These choices create different looks and different feels in combat. At this stage of development, we are taking rough cuts at keeping the choices both distinct and balanced. Each ability has its own point cost, and we have to watch for combinations which might provide too much synergy. As the player creates each character, the game prompts them to choose a Goal for that character. Goals then provide the natural inclination and motivating force for that character. During play, various quests will allow multiple methods for successful completion. However, if the player chooses a solution which matches the Goal of one or more characters, those characters gain rewards such as bonus build points – used to improve and customize that character. For instance, if a bandit chief offered a payment to leave the area, rather than surrender. The player could accept or decline and subsequently force a surrender, or find another way to resolve things. Getting a payment appeals to the Greed Goal,...