Okay, so we have a Skirmish Game, Extra Terrae Crepusculum, or ETC for short. Nevermind the mechanics of that for now. (One of the reasons I am typing this now is it's killing me that we are so close to releasing our penultimate beta, and we need to do just a couple more things. I have to do something while I wait for the last bits of layout to fall in place.)
The question is how to turn it into an RPG. Note that the Skirmish Game does furnish simple stats for individual characters as well as grunts, and combined withoutr miniature line, the Skirmish Game furnishes us with a distinct NPC for every miniature n the Cunrch-Waffle line.
The Twilight World:
- features characters from all over different worlds (Elves, Orcs, Ogres, yes, but also African Warriors, American Indians, and even Polynesians).
- is of uncertain nature. Most characters arrive by means of a long journey wherein they become lost. What most notice is that the sun doesn't quite set and they become lost while travelling to whatever destination they had in mind. So, where are they? Nobody really knows. Could be an alternative universe. Could be the land of the dea. Could be the real world, could be an illusion, or a dream. No-one knows.
- The world experiences a lot of scarcity. There are not enough resources to allow all to live comfortably.
- There are magical means of changing the world, going home, ending the illusion, or perhaps opening the Twlight World the sunlight and extending its resources.
- There is conflict over what to use the magic for. In the Skirmish Game this furnishes simple explanations for what they are fighting about. In the RPG, the plotline can be more nuanced.
The prospect of an RPG version of ETC opens 3 directions for game development:
1) Mechanics for rolling up characters from scratch and developing them. This is the least intersting, and I'm not worried about it at present.
2) The prospects for World Building. How do you set up an ETC campaign., and the prospects for running an ETC campaign and generating a plot worth resolving.
3) A system for developing personalities for the characters. What are their loyalties, attachments, phobias, pet peeves, etc. How complicated we want to make this is up in the air. So, is the question of whether or not we want to tie this to definite stat consequences (such as bonuses for fighting a hated enemy or penalties for facing a fear, losing a friend, etc.)

