View Full Version : Orbis Terrarum RPG

2013-08-22, 05:38 AM
Hi guys,

I don't know if I'm allowed to post to a "soon to be a kickstarter" project here? (let me know if not and I shall take this down and go hang my head in shame!) :smalleek:

Anyway me and another guy have been writing an independent RPG for a few years now and we're a couple of weeks away from finishing (at which point this will become a real actual Kickstarter ;) )

We think we've got a good thing going, lots of fairly realistic cultures mixed with a healthy dose of fantasy and magic, and some hopefully clever and unique ideas like our Metier thing.

Plus, for a non-professional effort I think we've got a really good looking document?

..anyway here's the facebook page link: Orbis RPG (https://www.facebook.com/Orbis.RPGame)
If you think it might be up your street give a watch, then you'll be in on the ground floor when we go to Kickstarter.

Anyway, thanks for looking in any case :D

2013-08-24, 07:39 AM
Here's the blurb from the facebook (https://www.facebook.com/Orbis.RPGame) page + there's quite a few sample pages on there for anyone that wants a look.

Orbis RPG is a new fantasy role-playing rules system and setting..

Welcome to the latest incarnation/edition of Orbis Terrarum, a fantasy RPG has been developing for several years. This new edition is looking better than ever so we hope you'll follow us now, and join us later this year when we get to a full release of rules and setting.

We're a fantasy game set in a realistic, living world and ecology. We like to call the genre "gritty heroism" - this is low fantasy, not Tolkein, with a lot in common with classic pulp adventures like those of Conan, Fafhrd and the Grey Mouser, Nift the Lean, and other heroes of sword and sorcery. No elves or dwarves, but vibrant human cultures and history. Science and magic have equal weight - alchemy and scientific method function alongside and compliment the magics of Geomancy, Earthpower and Daemonology.

Although things are generally bloodily realistic, both rules and setting allow for heroism as well as grim practicalities.
We've a relatively realistic system, but PCs are tough enough to justify feats of daring do as well as the usual err, slight scumminess and 'practical' protagonists that previous years play tests have brought out!

Ours is a skill based system, mainly using d100 rolls - although we're not prejudiced against any shape of dice and they all get used somewhere (we have 'em, might as well use em!). Rather than 'levels', player characters have the option to increase both skills and various kinds of combat training (speed, toughness etc). Magic, from fiery runes, daemon-summoning, druidism, alchemy, kirurgery (magical surgery, I guess you could call it) and divination are available to anyone, although we've also made sure that there are viable character options for just about any profession - athlete, linguist, healer, huntsman, rogue or scholar (to name but a few).

There are no elves or dwarves and the like, but for centuries men have called creatures from Beyond the world, from strange spaces and dimensions beyond their own called Pandaemonium, or the Daemon Sea. Some people call them a plague, others servants of the divine: Daemons, spirits, gods...

2013-09-17, 05:25 AM
So down to a final few things before we get a "proof of concept" done, then off to Kickstarter we go!

I must admit I'm a complete novice when it comes to setting up Kickstarter projects so if anyone has any good advice then all gratefully received! :)

2013-10-02, 06:03 PM
Well we've got a cover artist sorted in the form of Ollie Cuthbertson (http://www.cuthbo.co.uk), and Gary Chalk (http://www.garychalkillustration.com) (of Lone Wolf game-books and Talisman boardgames fame amongst others) doing some of the internal artwork for us :)

We're still on track now to launch the Kickstarter by the end of this month so keep your fingers crossed for us! ....Exciting times :D

2013-10-16, 05:55 AM
I've seen some concept work by one of our artists now and I'm very pleased!


Plus I've finished our world map,

and we've got the layout completely sorted,


..and am now working on the KS project so we should go live in the next few days! 8-)

2013-10-31, 11:00 AM
So we've just made it by the end of the month and the kickstarter campaign is live!


Please head over and take a look and if you like our efforts then perhaps offer us your support in making the project a success! :)

2013-11-01, 12:38 PM
And we've hit 50% funded so we're very happy so far! :smallcool:

2013-11-03, 06:33 PM
Hurrah, Our project has just passed 100% so we're funded!! I'm sooo happy, thanks to any of you wonderful GitP fans that supported us!

...and if you haven't had a look yet then please do, any extra support now is going straight to funding more and better art so we get a really polished product!



2013-11-04, 08:40 AM
I'm glad you're funded, it's always nice to see tabletop projects moving forward on Kickstarter. I like the style of presentation, and the layout of the sample page you provided is very nice.

However, the blurb for the game feels very... generic. As a foremost expert on the system, how does the task resolution system work? How does the game 'feel', other than 'gritty' and 'heroic'? Does the d100 system make it feel like Call of Cthuhlu, Rolemaster, or something else? How does Orbis Terrarum set itself apart from other fantasy RPGs like Pathfinder, D&D, and 13th Age?

How easy is it to understand? I looked at the Character Skills page and couldn't make heads or tails of half of it. Are skills limited to six ranks? Do skills grant a benefit based on the number of ranks, other than at Rank 3 and Rank 6?

I'm definitely glad your project is moving forward, and I think that answering these, and other relevant questions, might help get more people excited about what I'm sure is a fantastic game.

2013-11-04, 06:39 PM
Good Advice Chronologist!

We're putting together a sample of play with 'footnotes' as we speak that will hopefully demonstrate and answer many of the these questions!

I'm sure there will be many other questions that we need to answer as well, but your right the system is going to be a key one so we'll do our best to show what we're made off!

Thanks so much for the thoughtful comments!! :)

2013-11-04, 08:55 PM
Samples of play are great, they indicate the primary mechanics of the game, the tone of gameplay you're shooting for, and the kinds of challenges you expect the players to face.

D&D samples of play usually include a skill check or two, some exploration, and a short combat encounter (usually with blows traded and spells cast). It's what you'd expect in an average 15 minutes of dungeon-running.

World of Darkness samples of play, on the other hand, include a variety of attribute+skill checks, some roleplay, investigation, and some kind of morality / sanity / willpower mechanic thrown in. Not every roll is successful, and things usually go from bad to worse in a hurry.

From what I can tell from Orbis Terrarum, you're going to want to showcase the general task resolution mechanics, Skill 'perks' by Rank, at least one kind of 'magic', the damage / wound system, and anything else that you think players would have to deal with in your average 15 minutes of gameplay.

By the way, you've stated that one of the design goals of Orbix Terrarum is to make characters classless, with free access to any and all skills. How have you balanced said skills? From what I've seen you seem to have everything from spellcasting to gambling as an available skill, and quite honestly I can't see all of those being 'equal' in your average game. In addition, how versatile and powerful is magic in your system? Runes seem to be able to produce a variety of effects; are they individual 'skills', or can a single 'skill' produce many effects?

In general I'm just wondering if the system treats every build equally, or fairly. For example, if I make a gambling merchant with loads of stamina and charm, will the combat system make me feel obligated to take at least one method of protecting myself and/or dealing damage? How would such a character compare to a 'combat specialist' in terms of fighting power? How would my merchant compare to a mage in terms of versatility and flexibility?

One of the downfalls of 'classless' systems, especially ones without mandatory 'combat strength' or avenues for fighting, is that there's a much greater opportunity for 'useless' characters. Take D&D / Pathfinder / Etc. Even with average attributes and mismatched skills a Wizard is still going to be pretty useful, as would a Fighter, a Rogue, and a Cleric. Their core abilities are set so they're always at a minimum level of competency in and out of battle. But, if you instead made a system were these core combat abilities are optional... you create the possibility for very, very underpowered fighters, as well as focused warriors who wipe the floor with their combat ability.

Just a few things to think about. I've experimented with classless games, and I prefer them to games with strict classes, but at the same time there needs to be a minimum framework to ensure every character can participate meaningfully to the situation, even if they're not particularly suited for it based on their class / skills / etc.

2013-11-09, 10:45 AM
Woo-hoo We've just hit our first stretch goal so we're dancing around with excitement! :)

...for starters the stretch goal means we get a whole bunch more art by Gary Chalk (https://www.facebook.com/pages/Gary-Chalk-Fan-Club/120222031396408#) of Lonewolf gamebooks, Talisman boardgame, and early Warhammer & White Dwarf mag (Although I don't know how many of these were released outside of the UK?)

Now we're just hoping with your support we can keep it up and hit the next one!! 8)

2013-11-23, 06:53 PM
Last week of our KS campaign now and we're really hoping for the next stretch. so please come and give us some GitP support - you know you want to! :smallbiggrin:

FINAL WEEK! (http://www.kickstarter.com/projects/orbisrpg/orbis-terrarum-rpg)

2014-09-11, 02:19 PM
Quick Orbis Terrarum update for Giant fans that supported or showed interest in our Kickstarter!

We're finally done, the books have been sent out to the backers and we're on Drivethru RPG in PDF format and soon print on demand! :cheer:

Orbis Terrarum RPG (http://rpg.drivethrustuff.com/browse.php?manufacturers_id=6726?src=GitPG)

We're now working on the next addition to the set - A city setting source book that we hope will be out before the end of this year.

Thanks again for your support and encouragement guys 8)