Game Design: First Thing on a Blank Page (Cultsmasher RPG)
So, I’m having trouble focusing on my tasks today. This idea for an entire RPG that would look a lot like a weird hybrid of Starfinder, AGE, PF2, 5e, 4e, and… like… Fudge beginning to form in my head.
It wants out, and I do NOT have time today. 😛
Historically, my best bet is to write down just enough of the idea that it feels like I won’t lose it over time, and I can convince my muse/subconscious it’s safe to move on. So, you get a peak behind the curtain at some of my design musings.
Often the hardest part for starting a whole new RPG, or a new subsystem, or even just something like a class, is to get the very first thing down on the blank page. I can expand, and build, and riff, and iterate MUCH more easily than I can craft from a starting point of absolutely nothing.
So, just to have a textual jumping-off point, I often create concept pieces that I know may have nothing to do with final text. These are visualizations of how rule interactions might be described eventually, starting life along–hanging in midair with no surrounding game infrastructure to connect to. But I have to start SOMEWHERE, and writing a new-ish idea as if it was final text linked to a whole game often helps spark potential opportunities, pitfalls, and complications in my head, often in real time as I write down the tiny seed of thought I started with.
So, here’s a game mechanic, currently with nothing else tied to it.
“Focus: Your character’s focus represents making a concentrated effort. Doing so is physically, mentally, and even spiritually taxing. As a result, your character has a limited number of Focus Points, which fuel Focus Abilities. If a Focus Ability is tied to an Attribute which is a Primary Attribute for your character, using it costs 1 Focus Point. If it has no Attribute, using it costs 2 Focus Points. If it is tied to a Secondary Attribute, using it costs 3 points.
Every character begins with the Reroll power. If you fail an Attribute roll, you may expend Focus Points to reroll it. This decision must be made immediately after seeing the result of the roll. When you reroll, rather than roll 2d10 and add your bonuses, you roll 1d10 + 10, and add your bonuses.
Characters gain Focus Powers from their Descriptor Paths. Any character may take any Focus Power they qualify for, but some Focus Powers are more effective for certain types of characters. For example, a character with the Fighter path can take Mighty Blow, and since it is tied to Might, a Primary Attribute for the Fighter, it costs him only 1 Focus Point to use. A character with the Occultist path could also gain access to Mighty Blow, but since Might is a Secondary Attribute for that path, the Occultist would have to expend 3 Focus Points to use that power.
A character regains all their Focus Points when they Recuperate.”

I mean no, that’s not anything like a whole mechanic, it it already assumes this that very well might not be how any final game came together. But it’s a good verbal description of this vague IDEA I had in my head.
I also like to label these things as if they were part of an existing RPG framework. Again, these are placeholders, and mental tags to let me organize snippets and file them where I can find them again. So, and just for now, I’ll decide this is part of the CULTSMASHER RPG.
Now, maybe I can get back to working on today’s deadlines.
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Posted on April 9, 2021, in Anachronistic Adventurers, Game Design, Musings, Writing Basics and tagged Cultsmasher, Design Diary, Diesel Pulp, Game Design, gaming, Geekery, Writing Basics. Bookmark the permalink. Leave a comment.
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