Tag Archive: Final Fantasy

Alien Abductions – Who wouldn’t like a board game in which you pilot mysterious crafts, abduct humans and mutilate cattle?

Doctor Who – Board games based on Doctow Who have been done before, but mostly just for kids. I want to make a serious game for grown up gamers.

Final Fantasy RPG – My collaborators finally have time over to work on this now.

unnamed project – Modern media and mythology merges.


As you might have noticed, I’ve haven’t really been updating this blog very much. I have unfortunately been keeping busy with other things. Here’s a quick update:

I have made zero progress on my Final Fantasy board game. I have pretty much put it on ice for now. I have no ideas on how to develop the gaming board and making it an interesting part of the game and nobody is showing any interest in the project.

I have become sidetracked by two TV-series: the HBO show Game of Thrones and the anime Fairy Tail. I’ve been in a fantasy mood for a while and now I get to indulge in it.

Earlier tonight I voiced the idea of creating a custom expansion for Dominion to some people at my local gaming club, and I got a lot of positive response. I personally don’t like the game any more, I have played it too much, but it is a favourite as the gaming club.

There has been talk about getting together a group for some Call of Cthulhu. The campaign idea that have been tossed around is a kind of mix between Men in Black and Warehouse 13.

My gaming recently has consisted mostly of older games like Diablo II, Castlevania: Symphony of the Night and old NES games like the Mega Man series.

Information Overload

My Final Fantasy board game just keeps growing in complexity. The more I work on it, the more cards and tokens I need to keep track of everything. Thing’s might get out of hand soon.

Let me give you an example: This is what a midgame character probably would look like. On the top row we have two quest rewards, a race and a class card (not finished yet), some tokens for keeping track of health and mana, four coins, a weapon, an armour and an accessory. On the lower row we have four abilities, a die and two currently unused items. What is missing from the picture is action point tokens and tokens to keep track of bonuses to might and magic. I’m working on getting some.

When a player need to keep track of a dozen cards and a dozen tokens at the same time, things can get a bit messy. I want the players to have the tactical element of picking the right weapon or the right ability, but I don’t want to risk them getting caught in analysis paralysis.

So what’s my plan for solving this issue? The answer is colours! I am going to colour code everything; normal items will be green, abilities orange, races and classes grey, story quests white, dungeon cards purple, monsters red and quest rewards yellow. I hope this will help everybody to keep track of everything in the game.

I have finally made some progress with my Final Fantasy board game.

I want to keep combat simple yet tactical. I want a very quick and simple mechanical system, and I am currently going with Stat+D10 vs Stat+D10.
I also want to give each of the players a number of options to pick from. Each player starts with a physical attack, a magical attack and a class-based ability. As you advance through the game you gain more and more abilities, making the characters more powerful and versatile.

Abilities & Gear
The only fixed abilities right now are the class-based ones, the rest are open to the players. I am designing a system where you gain ability cards that you can combine to create your own abilities; Fire+Fire to create a powerful fireball or Thunder+2*Additional Target to create a lighting spell that attacks three monsters at once.
I am using a similar system for the equipment. There are weapons with different damage modifications, armours to defend against attacks and accessories to help you against status effects. If you have the coins for it then you can combine items to create even better gear for you.

Story Cards
I have also found a solution for my story problem. The games big quests (the starting quest, the main quests and the final quest) are all drawn from randomized decks of cards. I hope this modularity will enhance the replayability and reduce the predictability of the game.
The starting quest is a short and simple adventure to give the players a chance to try out their characters and to find their roll in the group.
The main quests are the bread and butter of the game. They are the big adventures that make up the larger story of the gaming session. I think a normal game will require the players to complete about 3-5 main quests cards, depending on how long they want to play.
The final quest is the big one, an event that change the world in a major way.

Game Board
I had a fixed board layout planned, but I have recently started experimenting with a modular game board, so that the world map would change every time. This is mostly for aesthetic reasons.
The map is composed by a number of large general areas (grasslands, forest, coast) with a number of smaller specific locations in each. When the players enter a location they draw a random encounter card and may face either a combat against monsters, meet a helpful person or find a sidequest.

When I started this project I wanted to make a game that was purely co-op, with all the players fighting together against the game. As the game grew in complexity and the monsters got more and more things you needed to track, I had to abandon this idea and assign a player to run them. To give that player something more to do I also gave him the responsibility to draw and read all the story cards and random encounters. This gives that player the role of a storyteller, and not just a monster master.

I have slowly been collecting my ideas on a wiki. I really like the format when brainstorming ideas. Playtesting is still a bit into the future, but I’m hoping to meet some of my playtesters this coming Sunday to get some comments on what I have so far.

During last Sundays playtest of Jönköping Horror the topic of making a Final Fantasy game came up yet again. We in my gaming circle have many times before talked about writing our own roleplaying game based on the series of games, but this time we had a new idea, to create a co-operative board game.

I have been thinking about it for a couple of days now and it has been hard to come up with something original. My best idea so far is something similar to the game Talisman. The board would have lots of low-level areas along the outer edge of the board with some high-level ones in the middle. You would run around and do quests, slay foul monsters and level up you character, all the typical stuff from that type of game. What I’m lacking is the overall story, the big reason why the heroes are out on this epic quest.

Last time we talked about a Final Fantasy roleplaying game I suggested we’d use Dungeons and Dragons 4th Edition as our rules system. The FF games have lots of cool combat manoeuvres and few social skills, so DnD is a perfect fit. The rules system is made for tactical combat and everybody has a number of powers to use as they please.

Another suggestion I’ve had was to use the Savage Worlds rules. My biggest problem with it is that I haven’t yet played the system, only read it a few times, so I don’t really know how well it would fit.

I have spent a few hours today on a SW wiki and a FF wiki reading up on things. I’m not sure what will come out of this idea, but there is a chance that this seed will grow and blossom into many hours of entertainment.

Junction Junkie

One of the most disliked feature in Final Fantasy VIII was the junction system. It’s a system used for boosting the different character statistics and to give elemental or status effects to weapons and armour. The player must assign a summoned creature called a Guardian Force to enable the boosting. To increase a stat you need magic spells (who function like items in the game) which you can equip onto stats such as Strength, Vitality, Evasion and Hit-Rate. Which attributes that can be customized depends on what Guardian Force(s) you have junctioned. The Guardian Forces can learn to unlock more statistics to junction magic to by leveling up or by the use of special items.

I think this system is really interesting, I liked it when I first saw it and I still like it now. The possibilities it opens up for character customization are amazing, so when the thought of using it for a custom RPG system popped into my head the other day I knew I’d have to finish something before I could go on to another project.