Meet the New Fighting Styles

The Fighting Styles of Forthright Open Roleplay have gone through several iterations as we’ve been building the game. We’ve been aiming to distill the fundamental gameplay down into truly different tactical choices without overlap. Back in the day we started with 15 (!), and the currently-available Open Beta 0.04 has 10. For 0.05, we acted on feedback… Read More »

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 »

Playtesting is Learning, Learning Is Cutting

We’ve been playtesting Forthright Open Roleplay in its various iterations now for almost 6 years. It started out as “just another d20” system, a paring-back of Pathfinder, and by the time 5th Edition was released in 2014 was so substantially similar to 5th Edition that we had to practically start over again from scratch.  In late 2014 we… 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 »