Hello and welcome to the second blog in Monster Killer development blog....thing. If you want, you can check out the first blog here. Today's post is written while jamming out to the Armed Fantasia OST.
The Classes:
So, since the last blog, I have been busy writing my butt off. At the moment, I have settled on five playable classes. So far, I have decided I want to go with Ranger, Mage, Paladin, Cleric, and Warrior. I figured this would be a good balance between physical, magical, and hybrid. Though looking at it now, there seems to be more hybrid classes than anything. Maybe I need to add one more physical class because Warrior is looking pretty lonely over there.
I haven't gotten the starting stats figured out for the classes yet but in my design doc, I have them roughly figured out. But, all of this could change as I work through the doc and get closer to actually starting on the game. I also haven't even gotten to the magic and skills for each class yet. I think I want to tackle them in one go. Not at the same time but, when I sit down to work on the magic for each class, I may as well work on the whole magic system. Same goes for skills, weapons, armor, etc.
World Building:
This is where the doc is lacking. I haven't really been able to think of a plot hook so I can begin working on the story and the world itself. I seem to be having a case of writer's block in that area.
I think what I will do is sit down one weekend and jam out on some research. Look into various tropes and do a little digging into what makes my favorite RPGs my favorite RPGs. There are a ton of systems here in play and maybe playing a few of my favorite RPGs can kickstart the creative process for the world building and I can get started on that.
One thing I have to watch out for is going into too much detail about things that don't matter. Like, if the Paladin loves sandwiches, I don't need to go into that he likes them with mustard. I have this problem when writing and world building where I get an idea for something and then I hyper focus on that and I get a little carried away with the tiny details and wind up missing the big picture. I am really bad about doing this when I am writing stuff for D&D campaigns.
Another thing I am prone to doing is skipping to the end and working my way back instead of letting the story flow naturally there. I'll think of a cool idea for a final boss battle and then I will work on that instead of working on the stuff that leads into that. Nothing wrong with being like "Hey, I want the final boss battle to be here and run like this" and then jot it down and come back to it. But, the way my brain works sometimes is I will have the idea and I will immediately hyper focus it and not get anywhere with the rest of the story.
So, with all of these things in mind, I am off to work on it a bit more. When I get more done, I will post it here. Thanks for reading and have a wonderful day!
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