Secret
This is going to be a good one to talk about. Secrets are something everyone has, whether they want to admit it or not. In turn, I'm keeping a lot of my game's lore, mechanics, math, aesthetics, dynamics, etc. under lock and key, so to speak. I wouldn't say it's paranoia that's driving me to keep so much secret, rather it's more that I want the mystery and surprise saved for much later.Right now, I'm openly talking about some aspects of my game, like creatures, some of the mechanics behind building FoundryVTT modules, and how I'm approaching things with my knowledge of game design. I think I've even mentioned a few classes in a couple of posts by now. There's still a lot I haven't talked about — some of it because it's being held for later, and some because I simply haven't worked it out yet. For example, I haven't said much about the classes beyond the fact that I have 27 of them, 3 archetypes that encompass 9 classes each, and a canonical pipeline that helps my playtesters figure out which class they want to play. I haven't shared that last piece because it's literally built to kick off the character creation process. Closer to reveal time, it'll definitely be out there — there are still some parts I need to iron out since I've changed a few things.
My bestiary obviously isn't much of a secret. I've been sharing my creature creations every week across all sorts of platforms. There's a lot of lore in them I don't share though, like the mechanical math breakdowns and other underlying details. If you're a Patron of mine, you do get some access to the skills and abilities, mostly for discussion and, eventually, incorporating some loose math. The only place you can really get a feel for it is in the game itself. I'm pretty open with my playtesters about what I'm working on, since they're literally my feedback loop. Most of my creatures haven't been field-tested yet — my newest expeditions are the first real test beds for some of them. The previous expedition was more about ironing out the basics: character codices, environment-related things like floor triggers that reveal hidden locations, and the loot system. Most of that gets discussed in my Dev Logs, so be sure to read those when I publish them.
I'm pretty much an open book about a lot of things in my life, and REDACTED isn't really any different. It might look like a lot is kept secret from the general public, but really it's more that I'm building it from the ground up and there's still a lot of work to do. Once I've got more expeditions logged, more playtesters in the fray, and more creatures added to the world, the secrets will start revealing themselves.
I've got 20 weeks left to go to share more creatures in which then, and only then, will REDACTED start to unravel.
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