Moebius: A Planar RPG :Möbius
Devlog #1: A GAME IS BORN
Date: 4/10/22
Version: 0.0.1 alpha [Dev Note: I have no idea how numbering game versions is supposed to work. Notation used here and henceforth is (major public release).(minor public release).(internal update) ]
What I got done:
- Created a design outline for reference going forward. (no you can't see it it's way too long to post here)
- Went through the FitD SRD and sorted every mechanic into 4 categories:
KEEP AS IS
MINOR REVISION
MAJOR REVISION
JUST THROW THE WHOLE MAN AWAY
Thanks must be given to the creators of the "thoughts on forging in the dark" itchio guide, for helping me figure out the connections between different mechanics and how essential they are to the core engine.
-Finished revisions of the core resolution systems. Unchanged from the fitd engine, except for making the stress cost of resistance a little less swingy.
-Created first passes for the following mechanics:
Character creation (Playbooks are dead, special abilities are dead, we're pulling straight from Troika and making a million randomized backgrounds. Glory be to weird little freaks)
Inventory & item management (aka never leave your gun out of reach again)
Experience, downtime, and advancement (Currency is dead, you spend experience to buy shit now)
How to Make Weird Shit (Combined & expanded version of rituals and crafting)
Relationship mechanics and advancement (Fight monsters with the power of friendship! Or deeply homoerotic rivalry, whatever floats your boat. I won't judge)
What to work on next:
item creation and balancing
crew sheets and home base upgrades
devil's bargains & betrayals















