Callings are a very good handle to customize a Michtim RPG character. If you read the description of the basic Actions (Jolt, Detect, Cure, Weep, Evade, Hide and Attack) you will understand the core game mechanic: It’s all about rolling d6s and beating 7. This is easily achieved with two dice, so what do you do with higher Emotion ratings? You set dice aside to produce more awesome effects, of course! This creates an intricate web of possibilities. Heavy hitting is less accurate, so it can be easily Evaded.
Category Archives: Game Design
Basic Rules on Character Sheet
Welcome back to yet another post from Turnaya Weekly Goodies. Have a seat and get some cookies and milk, while finding out about the first draft of the character sheet used in Michtim RPG.
Rethinking Damage & Death
Well, this is not about D&D, although I found it pretty tempting to use that kind of acronym.
In most RPGs there is a big need to track Hit-/Health-Points or Damage Levels. There are some pretty interesting systems out there beyond vanilla “Hitpoints below 0, you’re dead!” In case of Michtim RPG I want to go a different route altogether.
Core Game Idea
Characters in this game rely on their Emotions, instead of typical RPG attributes like Strength, Intelligence and Constitution. Now it is more important whether a Michtim warrior has a high Anger rating, or if Fear drives a hero to cowardly spy at his enemies from a patch of high grass.