RPG character progression
over 2 years ago
– Tue, Jul 11, 2023 at 09:51:25 AM
Good day! Welcome to the new backers who pushed us over the
20,000 backer mark, we are happy you have joined us!
If you missed the stream with
Lucky Duck yesterday, Vincent announced that they will be working on
a helper app for Gloomhaven: Second Edition! It will more-or-less offer the same functionality as their
Frosthaven app, which they have improved significantly since its initial launch. You can hear all the details in
the Twitch video.
We also brought on
Monica Paprocki to talk to Price about cosplaying for Cephalofair and the costumes of
Gloomhaven. She has become a mainstay in our booths, and talks about her experiences there, our upcoming shows, and also her work with
Geeks A Gogo. You can
watch the video here.
And then we've got
so many more streams today! Drew started a
Gloomhaven: Second Edition stream an hour or so ago, so I'm a little late notifying you of that. He is doing his Drew thing, playing three characters and once and interacting with chat, and that's playing on the main page now.
Then Nikki, designer and resident expert on
Buttons & Bugs will be running through a scenario or two of that at 1pm PST. I believe the plan is to show off the characters we haven't highlighted yet, at least doing
a Spellweaver play, but maybe we'll see some Silent Knife or Bruiser action as well.
And Nikki will be back on with Joe at 4pm PST as well for the
Tuesday Fireside Chat. We'll talk more about Buttons & Bugs and really whatever else we feel like.
And finally, we've got one more stream for you today! Tonight at 6pm PST I will be reunited with my friends
TJ and Richmond at Brambeard Gaming in an attempt to complete our
Gloomhaven Digital campaign that we started over two years ago. We played pretty consistently up until my son was born. We've been talking for a while about starting it up again, and we figured what better time than the middle of a crowdfunding campaign? The stream will feature some late-game spoilers, so be mindful of that. I think I'm playing a Squidface now? It's been so long, I can't quite remember, so
we'll all find out together tonight.
Also
here is your discussion page for the Spellweaver puzzle.
Over a week ago, I promised some more detail on
RPG character progression. To be honest, this is the part of the game that has been developed the least, but I'll do my best to give you an idea of the current vision. Most testing has focused on level 1 characters so far, but we do still have a solid idea for how this will go, based largely on how character progression occurs in the board game.
So let's talk about
the five main ways your character will progress as you play through a campaign of the RPG. (Also, if you haven't yet, reading
the post on character creation would hep in understanding some of these concepts.)
Attribute Scores
Each level after the first, characters will gain two +1 increases to their attribute scores. These can be allocated in the same or different attributes, but no score can exceed their current level plus 2.
Ability Cards
This is also pretty straightforward. Characters will earn experience from the GM as they defeat monsters and complete quests, and there is the same values for leveling up as in the board game: 45 experience gets you to level 2, 95 gets you to level 3, 150 to level 4, and so on all the way up to level 9, the max level. Each time you level up, you get to choose a new class card to add to your pool of available cards, just like in the board game.
Where things differ a bit is with the ancestry ability cards, which you don't have to chose from up level up. Instead, you simply get a new ancestry card added to your pool every odd level. So at level 3, not only do you get to choose a new class card, but you also get a new, more powerful ancestry card to play with.
Skills
Skills are similar to ability cards in that you get a new one at every level. This skill can be chosen from the initial list you have at level 1, which is based off your class and ancestry, but you will also gain access to new class and ancestry skills as you level up. The concept here is similar to a wizards spell book in D&D. We don't want to overwhelm new players with too many options at level 1. But each level you get to add one new cool thing to your repertoire from an expanding list of options, so that by the time you reach the higher levels, you will have a lot to keep track of.
Modifier Deck
And then, of course, you will also get a perkmark each time you level up, which can be used to improve your modifier deck. What is new here, though, is that now modifier cards have both an attack modifier value and an attribute modifier value, so each perk improves your attack modifier in ways you'd expect from the board game, but
each perk will also slightly improve the numerical average of your attribute checks. You can see this on the (preliminary) perk list for the Bruiser, where the number in the hexagons represent the attribute modifier values.

One thing to also note from this perk list is that there are not non-AMD perks. For the most part, these don't work as well in the more free-form RPG, and a lot of this design space is covered by skills anyway. Also, there are no additional perkmarks gained from battle goals or legacy retirements, so a character will only ever get eight for their perk list.
To compensate for this, we've empowered GMs to
hand out additional perk cards for good roleplaying or really whatever they are impressed by. Currently, each of these cards is a rolling +1 in an attack, but provides a rolling bonus to a specific attribute in a check. So if you were making an athletics check and flipped a "+2 athletics" card, you'd get an extra 2 on your check.
Backgrounds
A character's backgrounds are less fluid, but that doesn't mean they can't change. Backgrounds are things that define your character, and sometimes, those things change. Maybe you've moved on from your traumatic past or some new event in the campaign has left a permanent mark. At the discretion of the GM, characters may gain or lose backgrounds (though, generally, if a player loses a background, they should gain a new one so they have at least four). The backgrounds gained can of course come from selection of backgrounds available in the game, but there is nothing stopping a GM from making new background cards as well!
Items
Money and items are, of course, the other side of character progression. As players defeat monsters and finish quests, they should also be earning money that they can spend on a wide variety of things. They can buy and equip new combat equipment, of course, though what items they have access to is dependent on where they are doing the buying. And like any good adventure game, most of your best equipment is probably going to be found in the middle of an adventure, not a shop.
Characters can also invest in non-combat luxuries: a base of operations, faster travel, crafting equipment, hirelings, etc. Most of this is still in development, but we are excited to use these concepts as a spring board to bring the world more fully to life!
What about retirement?
I've seen the retirement question a number of times, so I also want to address this here. The concept of retirement was introduced in the board game to give players a mechanical reason to switch things up and try new characters. But this is an RPG, and players don't need that strict of guidelines! When you create your character, you're probably going to dream up some reason for them to be out adventuring as a mercenary, and part of the campaign should have you working toward that goal. But this is all just normal role playing. Likewise, if you get tired of your character and want to try something new, just talk to your GM and figure out the best way to sideline (AKA retire) one character to bring in another.
As this is normal procedure for an RPG, we didn't want to bog it down with extra rules or restrictions. So, yeah, there is character retirement, but it just happens whenever you want it to.
That'll just about do it for RPG spotlights, but let me know if you have any additional questions in the comments, and I will do my best to answer them. Catch you next time!
Two Minis spotlight and an interview with Forteller
over 2 years ago
– Mon, Jul 10, 2023 at 10:02:43 AM
Good day! I hope you had a wonderful weekend. We are entering the fourth week of the campaign and are rounding
20,000 backers, which is fantastic! I am pleased all of you have joined the festival! And
Gloomhaven: Buttons & Bugs is currently our most backed item, which is also great to see!
We had a great game of the RPG yesterday with the
Old School crew. Mostly taken up by some nasty combat with drakes, which definitely brought the tension of exhaustion into the system. But then, in the second half, we got to a lot of interesting and unexpected story beats.
You can watch it here.
Today we're starting the week strong with a lot more exciting streams. First of, at 10am PST (fast approaching!) we have a panel with
Vincent Vergonjeanne from Lucky Duck Games and Price. Lucky Duck produced the official companion app for
Frosthaven, but they may be talking about some new stuff, so
I wouldn't miss that if you're a fan of app-assisted Gloomhaven!
Then we've got
Monica Paprocki from
Geeks A Gogo to talk about her experience cosplaying for Cephalofair Games and what she's working on next. That'll be at 4pm PST, then right after at 5, we'll have
Tabletop Minions back on to continue painting miniatures.
And, as always, I'll give a shout-out to the
puzzle at the bottom of the main page. This is a difficult one for the
Spellweaver designed by Sam Muriello. Also, I think I forgot to ever
link to the discussion of the previous puzzle for the Tinkerer. Also that Tinkerer puzzle was designed by MadMullet.
And then finally on my list of announcements,
Drew and Dennis wrote up an in-depth look at the new Two Minis class in Gloomhaven: Second Edition. Since it is a locked class, I'm just going to
link you over to the BGG thread rather than post it all here, but
it is a fascinating read, as Two Minis received some substantial updates, but we kept the fundamentals the same.
Okay, one more thing: we have an interview with Forteller. Forteller provides an immersive audio experience and helpful game aid for
Gloomhaven,
Jaws of the Lion,
Frosthaven and the upcoming
Gloomhaven: Second Edition.
Translating these games from the tabletop to an audio medium requires a variety of different tools, inspiration, and an experienced team. We asked the Forteller team to tell us more about Forteller and creating the audio experience for Gloomhaven and Frosthaven.
What do you hope players gain from using Forteller during their game nights and campaign sessions?
The honest answer here is that we truly hope that the games and audio bring people together in a way that really harkens back to our traditions as humans. Storytelling is one of the oldest forms of entertainment. Whilst storytelling around a campfire has slowly transitioned into playing games and roleplaying with each other to create those stories, really the tradition is the same. We think that anything that brings people together is something to be honored.
Gloomhaven/Frosthaven and the upcoming RPG have brought hours of joy, togetherness, and fun to people around the world. Forteller’s aim has always been to enhance that experience and honor the stories told by the interactions within the game.
We want to allow gamers of all walks of life to enjoy the content and have a more accessible means of understanding and enjoying those stories.
What inspiration for the unique music and sound did you use to bring Isaac’s world to life?
Issac’s world is an interesting one to riddle through… many of the context clues in the writing provided the skeleton for how the world could sound. We started with the creative elements of the art and picked kinds of music that we felt matched each different location or character.
Gloomhaven and Frosthaven are a mixing pot of cultures and situations, not unlike our own countries of this planet we call “Earth”. Music is always something binding and we really wanted to push the idea that music from any culture can sort of bridge the communication gaps and inspire beauty, emotions and in some cases even war.
The inspirations for instruments range wildly from ancient throat singing to giant full orchestral pieces and everything in between. The instrumentation was important because we felt that the music needed to have a window for each represented culture in the game’s writing. Whether it was a culture like the Lurker’s where wind instruments were unlikely or figuring out just how a Savvas would sound if they were singing without lips.
Drawing inspiration from the design elements was the real catalyst. It culminated into something beautiful, comedic, and tragic which feels like a fully realized world to us.
Are there sounds and audio aids that are unique to Gloomhaven?
Absolutely! Gloomhaven (the city) is an established tradeport and takes many audio cues from bazaars and bordellos that have existed in cultures across our world for centuries. The city of Gloomhaven really has so much to explore both from a figurative and literal level which created the fun challenge of filling it with unique sounds and ambience.
As a game, it really has some of the finest attention to detail in its enemy and character designs. That is where Forteller’s focus went initially. We really went through and made sure that each character or enemy had a voice that was uniquely inspired by their individual situation.
Forgotten Circles and Jaws of the Lion (complete narration for those are both available!) are continuations on the stories told in the world of Gloomhaven and both provided unique challenges since they have their own personalities but needed to maintain the “Gloomhaven Feel”.
A majority of that cohesive feeling comes from the narrator himself, Phillip Sacremento. Phillip has endeavored to make Gloomhaven feel unique amongst audio narrations. His voice and commitment allows us a consistency across all the Cephalofair narrations we’ve created.
How many different voice actors do you work with for the different voices and characters?
To date, there are over 150 different voice actors from every continent in the world (barring Antarctica, which I hope to change someday) that have been involved between all four of our Cephalofair audio narration projects. Across our Forteller universe, we work with over 1,000 actors.
We have endeavored to have as many unique voices as possible and I think each of them brings a wonderful new piece to the Gloomhaven puzzle. Every new entry in the series provides expanded lore to the world and that has been the most exciting part of making Gloomhaven come to life... figuring out all of the intricacies and how to bring them to life.
The actors that we work with are often passionate gamers, fans of the series, and some even helped write parts of the game (Hi Alex!). It reflects in their performances and honestly has been such a labor of love from everyone. Thank you so much for lending us your voices!
What have you learned since making Jaws of the Lion and heading into Frosthaven? Were there more details you had to take notice of, characters and monsters that needed more creation?
All projects are great learning experiences that allow us to reflect and build on each other; but to fully answer the question I have started at the beginning with Gloomhaven.
During Gloomhaven, we learned what we wanted to do with the format and how to put together the world and tell compelling stories within the Gloomhaven universe, it set the tone and pace and drove the team to think bigger.
Forgotten Circles was the next installation. It allowed us to further our efforts to make interpersonal stories and create characters that really focus on telling their stories. Because of the way that Forgotten Circles is told, it feels SO different but also has a few really wonderful moments that explain the lore of the Gloomhaven universe in a meaningful way. From a sound design perspective it was a daunting challenge which breathed new ideas and thoughts to the process.
Jaws of the Lion required us to limit our focus and make compelling sound design with a limited scope. This taught us many lessons along the way about emphasizing the smaller stories in a grander way to establish an overall feeling that could persist between stories. Jaws of the Lion continued to establish the deeper parts of the Gloomhaven world and those stories that are told allowed us to make more intimate connections to the lore.
Frosthaven shifts the focus to a unique and challenging biome that is a bit less inhabited (Or so you’d believe) that is variable in so many ways. The game has everything! Mechanical sounds, furry guys, small things, huge evil stuff, booms, clatters, love, war, tears,and laughter.
Like the Frosthaven box, all these feelings and emotions are hard to fit inside the figurative box! So instead, we had to think outside of it. Frosthaven became about getting the characters to feel like an enemy and a friend or vice versa when the moment was necessary and that is something Jaws of the Lion helped us hone in on: context matters and almost every interaction in the main storyline is about context.
Go play it and you’ll see what we mean; if you don’t have it yet - well get the reprint right now and don’t forget the audio narration!
What are you looking forward to with Gloomhaven: Second Edition? What should players be looking for in this revisit to the city of Gloomhaven?
Returning to Gloomhaven with a bevy of new characters, an expanded production team, and four Cephalofair projects worth of knowledge is exciting for us because we can apply all of that knowledge into it!
Since Gloomhaven: Second Edition has brand new scenarios and stories, we are excited to keep learning more about this world and we are honored to be trusted with breathing more life into it through sound. Gloomhaven is one of our favorite games and you can bet your gold on
the Forteller team bringing a passionate and mindful approach to each and every part of the game.
Gloomhaven: First Edition was Forteller’s first released narration and in a way it’s like coming home, we are always happy to work with the Cephalofair team. We absolutely can't wait to get our hands on this one…both from a project standpoint and from a gaming perspective. Playing all of the new classes in the Gloomhaven storyline? WITH AMAZING MINIS? YES PLEASE.