The first devlog, and 0.2.0 release!
Hello! I meant to do a full write-up on this game after the jam, but instead I decided to completely overhaul a major part of the game!
When I was first creating Pilgri Mage, one of the main goals was to create a magic system that was open-ended with an emphasis on creativity, yet still had a way to determine whether or not a spell was hard or easy to cast. My first go at that idea was the Component system, where by answering several questions, you would come out with a number that represented both the MP cost of the spell, and the initial amount of times you have to successfully roll to cast it. This system was flawed however, as I soon discovered the questions were not only too limited in scope, but they were a pain to go through and answer. I know any pen-and-paper rpg involves a decent amount of math, but it felt too tedious.
So today I completely scrapped the component system and went for a much simpler difficulty system! Whenever you create a spell, you just have to judge for yourself whether or not it's Easy, Medium, or Hard, and roll a couple d6's to determine the MP and ML (mastery level). While this gives the player more freedom than the previous method, I figured that it's probably for the best.
That wasn't all I added in this update. I also included rules for playing this game with friends, some of my favorite generators usable in any roleplaying games, and some modified spell-creation tables from Maze Rats! If you haven't checked it out, I highly recommend that you do here! It's an amazing game and a huge inspiration for Pilgri Mage.
That's it! If you haven't tried Pilgri Mage out yet, please check out the new update! I'm including a link to the version 0.1.2 pdf at the end of this post, so anyone who's interested in the scrapped component system can give it a read over! I've hidden it from the main download page for obvious reasons.
That's it! I 'd love to hear any thoughts on the changes I've made to this game.
Get Pilgri Mage: RPG
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