SUROS BLOG

Building a campaign
THE GAME GROWS!

BUILDING A CAMPAIGN PT.2

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If you haven't read part 1 of this series you can start HERE.

My campaign has grow quite a bit. besides expanding the elements to the game I have also been developing the style of the game. So far the campaign is 3 sheets of paper front and back. We will go through each page and show off what i've got so far.

CAMPAIGN ESSENTIALS

The name of this game is still up in the air, but so far I am still liking it unless anyone has any other ideas.
REMINISCE
This section will teach the players the rules of the game in little bits at a time. My plan is to have the rules show the basics of movement and attacking, then the rest will be revealed while playing the game. This game is much more complicated than my previous game and so I would rather you read 10 pages of rules, then trickle out the rest than read 30 pages at once. Of course you could just read it all at once but being able to read the basics then play the same day would be great. We have all bought games and read the book multiple times and watched some video in preparation to teach a group how to play. I would like to streamline that process as best I can!
BATTLE DIARY
I don't know what this is for yet. Might be just for people to record their adventures. I might have cards tell you to record events that take effect in the future, no idea yet haha!
TRAINING FACILITY
The training facility is going to be so cool! As you kill bosses you will gain resources. These resources can be spent here to gain new abilities and on your way to becoming insanely powerful. You must train for each one in order though. As you can see, the first option give you a little help after a battle if you died. The last training option straight up just kills lower level bosses. That seems odd but we will get to how battle progression proceeds in a bit.
KEYWORDS
Lastly, we have all the keywords listed for reference. I actually have more keywords but just haven't added them yet. this game is going to be very heavy oriented around keywords to save a lot of room on the cards. This is something I was influenced by when playing Star Wars Legion.

THE CAMPAIGN TIME TRACK

The campaign for this game is influenced by Slay The Spire. In that game you start off very weak, but with each playthrough you become a little stronger and gain a little more knowledge of your enemies and how to deal with them. The campaign requires you to beat 6 bosses in a row in order to face the final boss. After each battle you move on to the next with all the same stats you ended with from the previous battle. There 2 ways that reset your run. When a player dies, or all players choose to end the run. When one of these things happen, it will be recorded and you move on to the next run. As runs progress bosses will become harder but the players will have more options available as they build new gear and gain new abilities. It will be a bit of a dance of balancing when to quit and when to press on to maximize the resources you gain. Getting to the last boss on your first run will be virtually impossible but I have some new game + ideas to help out with that, Chrono Trigger anyone?

CHARACTER SHEETS

Here is where you will spend a majority of your time during battles.
DEATH & RETRIEVING YOUR CORPSE
When a player dies, their corpse is left behind, crystalizing into the floor never to be moved again. In the same vein as the Dark Souls video game series you will record all the resources you had on you and the time you died. On your next run if you are able to surpass the level you died on you will gain them back.
DEFEATING A BOSS
To stop from losing your resources, after defeating a boss players can collectively store all of them in the repository. I think I may need to give more incentive to press on to the next level boss so that you don't constantly end your run to save your resources. Maybe a Resource bonus when you press on?
LEVELING UP
This is where you can really build the character to your specifications. When a minion or boss is killed you will gain XP. From there you will gain levels and with that new stat boosts for your character. You can only ever choose one of the upgrades at a time. This is something I loved doing in the game Mario RPG when leveling.
CHARACTER STATS
The entire right page is to keep track of your character during battle. My goal is to use no tokens whatsoever and instead rely on a tally system to keep track of things. You will have a max HP and when you take damage, simply make some tallys in the box to keep track. When you use MP to cast spells you look at the cost of the spell then make a tally in the box. AP is an idea I am playing with and its gonna be really intuitive. Each round you have a max AP and a max amount of AP you can spend. Right now you can spend 3 AP in a round. When you AP reaches it's max amount, the player will lose HP and then reset their AP spent to 0. There will be cards that will affects other things besides HP and will make for some very interesting builds. For example, an idea would be to maximize the amount of AP you can use in a round, which would trigger the reset and a card you have equipped will say that when this happens, you may spend an addition 2 AP and roll extra attack dice when you attack. That is just an idea I made up but you can kind of see how interesting this system could become!
The STATS section on the right will be where you keep track of various things affecting your character. Maybe you are poisoned or gain some temporary ability, they can all be tracked here.
RESOURCES are kept track of for your character here. When a minion is killed it may give you resources which are stored. When your player dies, you may lose these resources.

WEAPONS AND MATERIA

This is where you get into crafting the various things in the game. Everything is built into 3 tiers, 1, 2 and 3. You can only craft something if your level matches or exceeds that tier level. The boxes show you the name of a weapon and resource cost. There is also a check box that you mark off when it is crafted. If a weapon or magic has multiple check boxes then that means you can craft that many of them, up to 3 usually. Lastly at a glance it shows when color Materia is needed to activate that gear.
ITEMS can be purchased when you are inbetween runs and are typically a one time use thing. They may give you some HP, give you other bonuses for the battle and so on.
MATERIA
The name materia may change but as you may have guessed it is ripped right out of Final Fantasy 7. Various wepaons and amror will give the players colored materia slots which then the plkayers can slot in various materia to activate them.
RED MATERIA - will focus mainly on causing damage and increasing combat capabilities.
BLUE MATERIA - I am still working on but I think it will mainly buff other materia to make them stronger.
GREEN MATERIA - will focus mainly on healing. ORANGE MATERIA - will focus primarliy on stealth, dodging gaining an upper hand on your enemies.
PURPLE MATERIA - will give buffs to the party members like increased HP, AP and MP.

ENEMIES GLOSSARY

Much like the player sheets, this is where you will keep track of your enemies. When you attack a boss or minion you will tally inside their HP box. When they are defeating you will gain the resources listed which would be either XP or a physical resources, or sometimes both! When a boss is defteated all players gain the reward collectively. but when a minion is killed only that player gains the reward. Certains weapons will be better suited toward killing a minion or boss and you can setup your players in a way to maximize their battle tactics and maximize the way they gain resources and XP, its gonna be cool!

Ok thats it for the campaign sheet so far. I gave my first play test for the game last night and was pleasantly surprised how smooth it went. Being a solo gamer myself it was really easy to keep track of everything being on a sheet of paper. This makes for a much smaller footprint on the table and keep things well organized. We will see how it goes, until next time!

Tuesday February 18th, 2025
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