Attributes of Attributes (Sinister RPG)

Posted on October 14th, by firstoni in Blog. 1 Comment

Sinister RPG is the newest in the line of games developed for Third Eye Games. For this one, you get to come along for the ride. 

You’ll notice that I bounce around a lot in my development process at first. It becomes more streamlined as I get further along in the process, trust me. In this week’s short post, I am considering how I want to approach Attributes for Sinister.

My first thought was to downgrade many of them, possibly merging them into 4 Attributes instead of 6 or even going as far as making it a tri-stat type of situation. I will never have more than 6, for those thinking I might go in the other direction. The thought of an adjustment in how to handle Attributes was because I was thinking that the role of the trainer would likely take a backseat to what the monsters would be bringing to the table. As I develop this game more and more, however, I find this to be less and less true. The different nations are taking on a life of their own and characters are leaping from the screen to knock me out with their awesomeness (I’ll be going over the signature character from Shadow Valley more in detail probably next week)!

So, in the end, I decided to go with the standard six Attributes that fans of our other games are already familiar with: Power (POW), Agility (AGY), Vigor (VIG), Intellect (IQ), Insight (INS) and Charm (CHM). These will shape the base abilities of the trainer themselves and make it easy to tell what their capabilities without monster are at a glance. At the same time, it gives way to come sub-attributes that I’ll be able to craft from them. As always, POW + AGY is for Movement, AGY + IQ is Initiative, etc. These are easy to carry over from other games. However, new combinations of IQ + CHM to reflect a trainer/monster connection in battle will become more evident as I reveal more of the system as It stands.

Until next time.

One response to “Attributes of Attributes (Sinister RPG)”

  1. […] out the best way to portray the setting and game I’m attempting to create. In a previous post about Attributes and how I was planning on keeping mostly intact from previous versions of the DGS, but I’ve […]

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