Realms Beyond – A classic turn-based fantasy RPG

roleplaying tagged posts

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 #3: Battle Crowds

In an earlier post (Combat System #1) that discussed the combat system of Realms Beyond, we wrote that from the beginning, our aim was to make a turn-based game. However, we also mentioned that we carefully evaluated other variants, such as the Real-time-with-Pause (RtwP) combat system of Baldur’s Gate in particular. We are grown-ups that make games in an industry that still focuses mostly on kids as their key demographic and most of us were still teenagers when turn-based RPGs vanished and made room for the new era of real-time games.

Even if the pros and cons of different systems sometimes come down purely to personal taste, we believe that no one would argue that turn-based games tend to be less “action-packed.” It is the nature of the beast...

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Storytelling #1: Bringing your party to life

At this time, we had planned to post more details regarding the game’s combat system, but lately, we were also busy adding a large number of story elements to Realms Beyond and while doing that, we decided to switch tack and share with you instead our thoughts about storytelling in a party-based CRPG. Needless to say, we will deliver the promised info about the combat system next week.

You may recall that somewhere in our initial blog posts we raised the subject that most modern RPGs these days tend to tell the journey of a single character. The player is the hero, the central figure around everything else revolves, etc. This approach oftentimes leads to pre-determined companions being added to the party over time, who typically bring with them their own personalities. Since Planescape: T...

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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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