Realms Beyond – A classic turn-based fantasy RPG

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Gamescom 2018 – What a ride!

Wow!

As you know, me and my guys from Ceres Games went to this year’s Gamescom in Cologne, Germany,
which is the biggest computer game exhibition in the world!

Given this huge opportunity to show the world what we have achieved in the past two years we
decided that we couldn’t just come, set up a computer, stick a poster on the wall, and sit there for six
days? Oh no! We came and brought a cabinet! A cabinet, you may ask, what’s that all about?

Well! Let me enlighten you: As some of you may be aware of, I just cannot do anything without
it being epic. So Peter, our big master chief (srsly he’s tall :D) brought this old cabinet for me to
to decorate the booth with. And so I did! As you can see it’s filled to the brim with all sorts of magic
and let me tell you something: It’s the ...

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Combat System #2: Hexes vs. Squares

As you may recall, we touched upon this particular subject some time ago very briefly when we talked about our die rolling experiments with D&D 4th Edition: Six sides are better than four. Let’s elaborate.

This particular subject led to some of the most heated discussions among ourselves while we designed the combat system for Realms Beyond. There are times in the development cycle of a game that can lead to actual combat. Only in those cases, it typically gets resolved with arguments and words rather than the use of force and weapons.

Players of traditional D&D campaigns and those of the SSI Goldbox Games used to prefer dungeons and battlefields that were based on a square grid. Wargames and virtually every turn-based strategy game, on the other hand, favor hexagons...

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Source of Inspiration #5: Phantasie

Phantasie boxesBy now we can safely assume that you have heard about roleplaying games, but have you ever heard of a Roleplaying Odyssey? Let me introduce you to Phantasie, a game where the front of the box promised such an experience. And for the most part, we can acknowledge that it pretty much reflects the memory we have of the game.

Looking back, Phantasie might have been a pure Ultima derivative. It featured a large world for you to explore on foot as you searched for the next town or dungeon. However, it did not feature 3D dungeons. Instead, you would kind of unveil the passages of each dungeon on some kind of map screen...

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Source of Inspiration #4: The Bard’s Tale

The Bard's TaleWhen The Bard’s Tale by Michael Cranford was first released, it foreshadowed a feature that would become standard in games today—an intro. In the case of The Bard’s Tale, it was an animated title screen that was reminiscent of a cartoon, showing a bard playing a song. Bard's Tale Intro Screen
Naturally, the lyrics of the song appeared as text only on the screen but this was pretty impressive stuff in 1987 on the C64! The bard would stop playing to take a sip from his mug once in a while. One of the listeners sitting next to him would imagine the adventurous scenes portrayed in his odes, appearing and disappearing in graphics bubbles above his head.

One of the interesting and often overlooked things about The Bard’s Tale is that its character system was actually pretty similar to that of D&D...

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