Category Archives: Making Forthright

Combat Luck

One of the elements of Forthright we’ve not been satisfied with up to this point is the use of two different hit point mechanics in the game: Resolve for living beings and Durability for objects and equipment. We’d kept them separate because we didn’t want Durability of living beings to imply that each attack against a person… Read More »

On Social Combat

One of the things we set out to build with Forthright is a really great social interaction system that would allow players who had no clue how to behave in social situations a way to participate without themselves having to be terrifically social. This was our holy grail – and the holy grail of a lot of gamers, given… Read More »

Story By Committee

Over the past few years, the campaigns I’ve run as a Guide in Forthright have been joint endeavors in story development. I’ve been tweaking some rules here and there to continue to provide a Fate-esque game creation experience while giving Guides more tools and insight into how to run a game that hits player expectations. The result has been boring,… Read More »

Goodbye Bolsters and Hinders

One of the earliest concepts we had for Forthright Open Roleplay was the Bolster / Hinder mechanic. This, as it turns out, is functionally the same as the D&D 5e Advantage / Disadvantage mechanic. Only, in our case, it’s less meaningful. In D&D 5e, Advantage and Disadvantage provide a varying value dependent upon how difficult the roll is. This makes… Read More »

Goodbye Special Effects

Special Effects have been in Forthright Open Roleplay for a while now. They were a distillation of some early ideas we had for “words of power” that could be used to create spell effects. Assemble the right words in the right order, and voila you’ve got a cool power.  Originally, this was intended to be done in play, which just… Read More »

Encouraging Roleplay

With Forthright Open Roleplay‘s rules largely in the can, we’re now focusing on tweaking language here and there to make the rules crystal-clear. Sometimes, this results in some rules being changed or dropped, because the language required to make the rule more understandable just isn’t worth the rule being there. Other times, we discover that there’s… Read More »