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Post by arcticdragongames on Jul 8, 2014 9:23:44 GMT -9
I want to introduce the concepts for my other game that is in development, "Fantasy Fighters: Shapechangers." I have done some work on the rules but I am still working on the races basic fighting abilities and skills. I will need to commission artists for the fighting units and for the Action Cards so this game will have to wait until my game development company has made progress. IntroductionFantasy Fighters: Shapechangers is a two player tabletop war game in a Fantasy world. The actions are initiated with Action Cards and resolved with dice. Successful gameplay is based on the player using the units to mutually support each other and using good timing for the selection and playing of Action Cards. Design Criteria
1. All actions will be initiated by Action Cards. 2. Fog of War will be developed. 3. Six sided dice (D6) are used for Combat Resolution. 4. Modular 3D terrain used for multiple scenarios. 5. Game board has hexes. 6. Game board, rules, miniatures, Action Cards and all other components (except six sided dice) are pdfs that the customers can print. 7. Game board dimensions approximately 22” x 34” or 25 1/2” x 33” or 44” (eight, nine or 12 8 1/2” x 11” pieces of paper). 8. Scenarios will have designated placement of units, but the player will choose type of unit (Fighters, Shooters, Cavalry, Throwers, Chariots, and Magicians) to place in the designated hexes/position. 9. A turn of play will consist of playing one or two Action Cards. A round of play will be finished once all of both players Action Cards have been moved to the discard pile. 10. A unit is based on a Warband. A Fighter unit with strength 4 represents a Warband with 4 packs. A Chariot unit with strength 3 represents a Chariot unit with 3 Chariots. Races Changers – All the races are Changers. The more specialized races change into a more narrow range of creatures. The Humans have the biggest variety of Changers. When the members of the races reach puberty they go through the Changing and become a variety of werebeasts: werebears, werewolves, weredogs, wereelks, werehorses, etc. The Change is a temporary state that rarely lasts more than a week. More than 90% of them gain only partial attributes of their wereself, less than 10% make complete transformations. Their parentage is no indicator of what they might change into, a male werebear married to a female werewolf may have offspring that are totally different from them. After the Changing, the only time they can change is when the Magicians use Change magic to get them ready for battle. Some of them will fight in their normal form if they were too late to get to the Magicians or if for some unknown reason the magic of the Change didn’t work for them that time. They tend to form in packs of similar werebeasts when in battle. The wild creatures frequently fight alongside them. All races have an affinity for environments that fit their way of life. They rally quickly to the defense of those environments. The Magicians are the rare few who do not go through the Changing. They number less than one in a thousand. Their magic is amplified by the rare (TBD, ) that is found on dangerous quests to the (sea, underground, TBD, ). The quests usually require the cooperation of members of all the races to be successful. Dwarves – The people of the Earth specialize in mining, metallurgy, manufacturing and stone work. They are a long lived, tradition bound race. They are short but extremely strong and resilient. They change into boars. The Stone Elementals support them. Elementals – These creatures are extremely rare. They are of the Earth, Wind, Air, Fire and Stone. Occasionally they support races that specialize in living in their environments. Elves – The Elves are the most agile and fleet of the races. They are information brokers. They live in inaccessible aeries and steep mountain ranges. They change into avian creatures. The Air Elementals support them. Green Horde – Goblins are small, mischievous and bumbling creatures. Goblins make up 80% to 90% of the Green Horde. They change into small alligators (or perhaps into snakes, in which case they would be sly and cunning). Orcs are the leaders and elite fighters. They are the most physically resilient of the races. Orcs make up 10% to 15% of the Green Horde. They change into crocodiles. Trolls are slow witted and ravenously hungry. Trolls are rare; they make up 3% to 5% of the Green Horde. They are so strange that they don’t change. The Green Horde is not capable of skillful manufacture or producing food stocks. Most of their weapons, equipment and food come from raiding. They are primarily nomadic raiders; their settlements are of a very transient nature. The Fire Elementals support the Green Horde. Humans – Humans are forest dwelling shape changers. They become a variety of werebeasts: werebears, werewolves, weredogs, wereelks, werehorses, etc. They live in harmony with nature and are guardians of the forests. They have a high standard of living due to the bounty of nature. The Earth Elementals support them. Merfolk- The Merfolk are the people of the water. They spend their lives in or on the seas, rivers and lakes. They specialize in maritime merchant activities. They live no further inland than coastal or riverine trading settlements. They change into seals and other marine mammals. The Water Elementals support the Merfolk. The Action Cards will probably have artwork on them that uses the propaganda posters of the various Fantasy races. The propaganda posters will probably be similar to those that were used by the Humans of Earth in WWII.
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Post by arcticdragongames on Jul 13, 2014 10:15:30 GMT -9
Not sure if anyone is interested in the method to my madness but I am putting a lot of emphasis on building those races from the bottom up. I want to make them a good fit for their preferred habitat, their preferred economic activities and overall ways of life. Above all they will be distinct, Elves won't just be skinny Humans with good reflexes, Humans won't just be wannabe Dwarf blacksmiths, etc. Their distinct specialties will encourage mutually beneficial interactions. After the tabletop wargaming rules are developed this mutual interdependence will be featured in a cooperative game.
The Elves in this game will live in the aeries and the high mountains with their feathered friends. The Humans will be the People of the Forest where their wolf and bear compatriots live. It was painful for me to resettle the Wood Elves but I really wanted the Humans to have a more distinct racial characteristics and a corresponding habitat. In most fantasy systems the humans are usually just the "Jacks (and Jills) of all trades" and lack distinct strengths and weaknesses. In my system they will be ferocious defenders of the forests.
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Post by arcticdragongames on Nov 23, 2014 9:36:57 GMT -9
Cooperative Game Concepts
I am trying to concentrate on the other games that are works in progress because I want to publish next year but I still find time to work on the concepts for the Shapechangers. I want their first game to be a cooperative quest that stresses their mutual interdependence. This required a bit of revision to the Dwarves and the Green Horde.
Version 1 (a bit of review) The Magicians are the rare few who do not go through the Changing. They number less than one in a thousand. Their magic is amplified by the rare TBD that is found on dangerous quests to the forest, sea, underground and TBD. The quests usually require the cooperation of members of all the races to be successful.
Version 2 The four races: Dwarf, Elf, Humans and Merfolk must cooperate to gather the ingredients needed to make the Change magic needed for the Shapechanging. Change magic only works if ingredients from Earth, Wind, Fire and Air are used. Change magic must be used to keep the races fertile. They will become sterile without it. Note, the Dwarves are now people of the Fire, not Stone as in v.1. They don’t change into wereboars as in v.1. Dwarves change into short, thick and wingless fire breathing weredragons. The Green Horde no longer has an affiliation with Fire or any other Elemental.
Sometimes mixing the ingredients of the Elements to make the magic doesn’t work properly. When this happens the fumes waft off and create the Green Horde where they settle. The Green Horde can be made from the vegetation or animals of the land or water. The concept of a mothering Orc is just quite strange. The Green Horde sustain their lives by eating the people of the four races, especially when the people are in their Shapechanger form. They get the most sustenance from eating magic users. Eating the creators of their race does sound counterproductive, but since the Green Horde do not breed they have no consideration for the continuation of their own race as a collective entity.
The Green Horde will be the main NPC/game hazards that the four races will encounter while on their quest. The game will have modular terrain that is set up differently for each quest.
I hope that I will have time to get together with some artists and start looking at concept sketches for these races in a couple months or so.
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Post by cowboyleland on Nov 23, 2014 18:04:27 GMT -9
I'm really liking the sound of this.
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Post by arcticdragongames on Nov 26, 2014 10:28:16 GMT -9
Magic User Limitations
The magic users are truly servants of their People who ensure mutual survival through a symbiotic relationship. They rarely have the opportunity or ability to consolidate power and take actions that are deliberately harmful to the People. Just as the People must go through the Change to survive as a race the magic users must make the magic or their own individual life forces will fade away. Although the People cannot initiate the Change, they must be willing participants; otherwise the magic will not work. When the magic of the Change does not work the Green Horde that is created from it will have a particularly strong hunger for the creator and nearby full grown Green Hordes will be immediately attracted to the source. The People do not have very much incentive for protecting magic users who bring the Green Horde to them.
The magic users are called Changers. This is more descriptive of their specialized fundtion than the terms of mage, magician, sorcerer, wizard, magic user, etc.
"May the Change be with you."
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Post by arcticdragongames on Nov 27, 2014 17:51:00 GMT -9
The Humans are the People of the Forest. They have specialized troop types based on their Changed forms. Their training in Human form prepares them for the individual and collective tactics, techniques and procedures that they will use in their Changed form. All Humans serve the People as full time Fighters for several years after they go through their first Change. Most of them switch to a reserve status after their first tour of duty. Some of the specialized units maintain standing forces in a constant state of readiness, such as the Centaur Light Cavalry, the Werewolf Scouts and the Werecat Assassins. The others that serve in the reserves, such as the Werebear Shock Troops, the Weredog Soldiers, and the Wereape Fighters are mobilized and Changed when their abilities are needed. The Weredogs make up the bulk of the rank and file. Each year they spend in their Changed form costs them seven years of their lives so they usually fight in their Unchanged Human form. They would gladly serve all the years of their short lives Changed because of their loyalty to the People but their services as Unchanged Dog Soldiers is too valuable. They train extensively with hand weapons and are very effective in ranked formations. What they lack in physical attributes is compensated for by their attitude. The intensity of their selfless service is unmatched. Dog Soldiers are excellent sentries. They patrol their territories with flawless self-discipline. They volunteer for hazardous missions quicker than any other troop type. “We need some Dog Soldiers” is the common term used to call for volunteers. Many a rearguard detachment of Dog Soldiers has fought to the last fighter to allow the People to escape. “When I see an old Dog Soldier” is what the People usually say to describe an extremely unlikely outcome. The People of the Forest rarely incarcerate or execute criminals, preferring banishment or mandatory service in Dog Soldier units. Soldiering alongside the loyal Dog Soldiers is usually a life changing event that helps the criminals recover their dignity and sense of self-worth. Although the criminals often become casualties due to the high risk tactics and missions of the Dog Soldier units, their selfless service returns honor to them and their family. Naturally the Werecats that become criminals are not required to serve with Dog Soldiers due to their mutual hatred. The Werecats are usually banished and roam the border lands. Their loyalty to their families and the People is appreciated; they are the most loved of all the People. Even though they have the shortest life expectancies the Dog Soldiers are the most highly sought after of mates. It is an honor for their spouses’ siblings to raise the orphaned children of the Dog Soldiers when their short lives come to an end. Their only negative behavior is their tendency to sing all night long. The rest of the People don’t share their enthusiasm for waling ballads of the battles of days gone by
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Post by arcticdragongames on Nov 29, 2014 9:33:54 GMT -9
Werebears The Werebears are shock troops. They are usually held in reserve until a decisive action is needed. They are small in number but make a big impact. “Time for the Bears” is a common phrase used in the Forest whenever a decision point has been reached. Their training emphasizes hand to hand combat or training with two edged hand weapons. They are usually kept in their Unchanged Human form, as it requires a lot of fish and berries to keep Werebears constantly fed. They work steadily and are good at digging. They use their digging talent to make latrines when they are in the woods. As is commonly known, they do use the latrines in the woods. When they are in their Unchanged form and aren’t under arms they are usually fishing in the fish rich lakes, rivers and inlets. Some are also hardworking beekeepers and wildlands firefighters. Models by One Monk, backdrop images by Joan Brown-Dodd.
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Post by arcticdragongames on Dec 3, 2014 15:14:00 GMT -9
The Werecats are Assassins known as Night Raiders. It is not possible to train them to fight in ranked formations but they are natural born killers. They excel in stalking and close quarters combat. They are best used for solitary or small team actions with mission type orders that require stealth and do not require coordination with the other People, especially the Dog Soldiers. They rarely rise above the status of quasi-mercenaries and are rarely if ever chosen for command positions. When they are in their Unchanged form and aren’t under arms they rarely do any work. Some claim to be entertainers but most of them are known for being petty criminals that specialize in burglary. Their quickness, agility and balance make them the People’s best pound for pound fighters. They use their prowess in the ring to dominate the lower weight classes of the prizefighting circuits. Some of the females are highly desired courtesans. Although the rest of the People barely tolerate them, the industrious and serious Wereapes like Werecats just as much as they like Weredogs. They rarely do any strenuous labor but they do have a passion for hunting. They are feared and hated by the Elves. They would find this peculiar if they were capable of having any awareness for the feelings of other People, as they truly like Elves. They are especially fond of the Elves once they have Changed to their bird form. WerePuma by One Monk, background image by Michael Villafuerte of Darkhorse Productions at www.facebook.com/Drkhorseproductions, base by Arctic Dragon Games.
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Post by cowboyleland on Dec 3, 2014 17:56:04 GMT -9
May all your changes be for the better. Love the dwarven weredragon thing!
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Post by squirmydad on Dec 3, 2014 21:31:48 GMT -9
Cool, never thought of using Mom's art for backdrops.
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Post by arcticdragongames on Dec 12, 2014 15:29:47 GMT -9
The Werewolves serve full time in the military more than any of the other People. They usually serve as Scouts, Intelligence Analysts and in the Communications Corps. They range far and wide beyond the borders of the Forests and usually stay in the Changed form for several years at a time due to the need for extensive training needed to be a Scout and to develop the pack integrity required for dangerous Scout missions in other lands. Their Scout missions are usually deep reconnaissance performed far ahead of the main forces; they do a lot of coordination with the Werecentaur Light Cavalry who typically run Skirmisher missions in the gaps near the main forces. When they are in their Unchanged form and aren’t under arms they are usually working as cartographers, guides for merchant caravans, law enforcement officials, hunters or running day care centers. Werewolf models by Permes at rpg.drivethrustuff.com/product/108034/Werewolves-BIS Outdoor background images by Joan Brown-Dodd. Bases by Arctic Dragon Games.
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Post by cowboyleland on Dec 13, 2014 7:07:00 GMT -9
"running daycare centers" I think I can see the bases, but I don't understand what is going on with them. Is the dark middle meant to suggest a shadow or is it some kind of game (range?) effect? I don't have the Permese werewolves, so I don't know how long they are. I like the backdrop.
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Post by arcticdragongames on Dec 13, 2014 9:38:33 GMT -9
The bases are actually prototype hills with terrain lines on them. I just felt like putting the models on on a raised base, but now that I look at the pics I realize it would make more sense to put them on a base with a solid color or a forest or plains flooring image. The Werewolves from Permes are 1 1/4" from snout to tail. They are 28 mm as is the Werebear (Bugbear) from One Monk. The Dog Soldier from One Monk is a bit on the small side. The background image is a painting made by Squirmydad's mom.
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Post by arcticdragongames on Dec 19, 2014 16:56:12 GMT -9
Wereapes More Wereapes have command positions than all the rest of the People put together. They are the most adept at organizing the diverse creature types into a cohesive and coordinated battle force. In addition to training in tactics, operations and strategy they are one of the few troop types that train with the hand weapons and armor that they will wear in their Changed form. Their favorite weapons are heavy maces and axes. They are able to use their weapons and wear their armor in both their Human and their Changed form. The Wereapes that don’t serve in command positions usually serve as Mountain Infantry if they are small or on the War Machines if they are big. The Mountain Infantry excel in scaling cliffs and other vertical obstacles. They use a variety of slings and rigging to bring all their equipment up the faces of mountains. They are also the first Fighters “over the top“ when the walls of an enemy stronghold have to be scaled. Mountain Infantry are usually stationed on the mountainous and contentious Fire Mountains border of that is shared with the Dwarves. Border skirmishes are frequent due to the Dwarves incessant demand for trees to fuel their forges. The larger Wereapes are adept with the complicated rigging and equipment used on war machines. When they are in their Unchanged form and aren’t under arms they are usually working as construction workers, in the trades or as civil servants. Can anyone please tell me how to find paper models for wereapes, werebeavers and centaurs?
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Post by arcticdragongames on Jan 3, 2015 13:25:01 GMT -9
The Centaurs are Cavalry. Their Light Cavalry are lightly armed fast movers who can cover many leagues for days on end. They fight with spears, short swords and bows while using their mobility to perform screening missions as Skirmishers on the flanks and in the gaps of the near battlefield. Light Cavalry patrol constantly to maintain the integrity of the borders of the Forest. The largest Centaurs are Heavy Cavalry. They are heavily armed and fight with lances, swords and maces. Centaurs usually stay Changed for several years at a time, as the demands of patrolling are constant and the Heavy Cavalry need extensive training to become proficient with their weaponry. When they are in their Unchanged form and aren’t under arms they are usually working in transportation and communications. They are also good traders. Models from JuniorGeneral.org
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Post by arcticdragongames on Jan 30, 2015 9:04:50 GMT -9
The Werebeavers are the self-appointed Engineers of the People. They specialize in waterworks and timber removal. In fact, those are the only engineering tasks they perform, regardless of the standards and specs assigned for any project. When they have to fill in a moat it usually gets even wetter. When they have to improve roads they usually end up flooding the existing surfaces. Their work ethic is top notch, the challenge is their single minded approach to problem solving. Famous last words, "No problem, we will just cut some trees, divert some water and you will have a great fortification/road/temporary fighting position/port/barracks/supply depot/etc.” They also work in Supply. They can provide anything a fighting force wants, as long as the only things the force wants are fish, timber, fish, more timber and more fish. When they are in their Unchanged form and aren’t under arms they work in timber, commercial fishing, horizontal construction or as waterworks specialists. Sorry, no pics of Werebeavers yet so here is a clip that shows what happens when you roll a 1 for Stealth: www.facebook.com/video.php?v=10152739991544915&set=vb.108421079914&type=2&theater
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Post by cowboyleland on Jan 30, 2015 20:48:46 GMT -9
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Post by arcticdragongames on Jul 21, 2015 6:54:57 GMT -9
This game needs a shorter title. Eight syllables is too long winded. A key feature of this game is the Were/changing ability of all the races, so I want to capture that ability in the title. b
Havent' had much time to work on this game for several months due to lots of playtesting for my WWII game and my crab fishing game and working with the t-shirt printer and business logo, but I received some recent inspiration from Aaron Hopkins for the combat system.
Do any of you have any recommendations? Thanks in advance!
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Post by squirmydad on Jul 21, 2015 7:39:43 GMT -9
Lords of Change Wildbloods Were-folk there-folk
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Post by cowboyleland on Jul 21, 2015 10:05:16 GMT -9
Wereblood. Beastblood. Beastragers. Beastheart. Moonsoul.
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Post by arcticdragongames on Jul 23, 2015 19:23:59 GMT -9
Starting to think it would be more manageable to do releases one at a time for each race. The Green Horde (Orcs, Goblins and Trolls) will be a common nemesis. Since the Humans might be first this could be the name: Shapechangers: Forest Lords. The next release could be for the Dwarves and entitled Shapechangers: Stone Lords then Elves; Shapechangers: Sky Lords then the Merfolk; Shapechangers: Sea Lords.
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Post by arcticdragongames on Aug 1, 2015 3:12:50 GMT -9
I like the way the "Romans vs. Celts" by lvmenes fit the Shapechangers system. There are also some dog models! The dogs are perfect complements for the Dog Soldiers who serve as Heavy Infantry (Roman models) and Light Infantry (Celt models). These models are available at: www.drivethrurpg.com/product/153628/LVMENES-Paper-Miniatures-Romans-vs-Celts-2
The Cat Person and the Ogre are from One Monk Miniatures.
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