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Monday, July 23, 2007
 
Indie RPG In Development: Scars of War
Time to add another indie RPG to the list of inbound games I am really looking forward to. Gareth Fouche emailed me late last week with information on another Torque-based indie RPG that is currently under development. I thought it sounded pretty exciting, and wanted to pass the information along.

The game is entitled, "Scars of War." The name reflects the story and setting. You are a now-unemployed veteran soldier after a war, in a land still slow to recover from the conflict. Food and jobs are scarce. You begin the game by taking odd jobs from an old army contact. Soon, you are drawn into "a web of conspiracy and deception" far from home.

Gareth reports that the code is about 85% complete at this point, and that he is focusing now on content. As he described it to me, "Both character progression and combat are...well, they are fleshed out but not done. I have a skill system up and running. All the mechanics are in, and most of the skills are set... The mechanics all work and interplay." The game has been under development for over 2 years now, which is enough of an investment by now that he's got great confidence that it won't disappear into vaporware land like too many ambitious indie titles. Gareth is the sole developer on this project, wearing all the hats of programmer, designer, manager, and lead artist. You don't get much more indie than that!

Scars of War is a 1st person perspective fantasy RPG. If features real-time combat, not unlike that found in the Elder Scrolls games. Some of its other features include:


What? No "Ancient Evil" coming out to play? No elves? Where are my hackneyed fantasy conventions? What a rip off!

Actually, that sounds really exciting. Particularly when coupled with "a mature story aimed at adults." You know, for a good story that I can really sink my teeth into, I can forgive a number of faults.

One thing Gareth notes here is that experience points are based on task completion, not killing monsters. It sounds like he's trying to avoid the traditional "grind." So far, I've only played some Neverwinter Nights modules and one other RPG (Vampire the Masquerade: Bloodlines) that I recall doing this. It seemed to work, and minimized the "brute force" approach to beating the game.

While it's still too early to tell, I have high hopes for Scars of War. I will have to keep bugging Gareth for more information as time and development progresses.


(Vaguely) related shallow thoughts:
* RPG Design: The "Brute Force" Problem
* Aveyond!
* Indie RPG News (June 26)


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Comments:
Looks like a very interesting game! The screenshots look quite nice, and I'm glad someone finally made a fantasy RPG that's for once not based on Tolkien. Also positive is the classless character system. Makes it a lot easier to create hybrid characters, unlike in D&D based games, where a fighter/mage was mediocre at both skills at best.
 
Well, you wouldn't want the hybrid to be the equal (or better) of the specialist in either of his hybrid abilities. But you are right... in D20 the spell saving throw rules REALLY clobbered you for not sticking with the class.

In a single-character game, I do prefer skill-based systems. In multiplayer or party-based games, I find class-based systems stop the "monoclass" tendency --- when everyone has min/maxed their character to the point where they all strongly resemble each other.
 
Wooo! Go Gareth! I still cant believe you are still going. Keep it up man.
 
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