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- What's up with Bespoke?
What's up with Bespoke?
An intro and some self indulgent self assessment
First newsletter! I’m kicking it off with the bare minimum context before I say a lot of stuff that nobody will understand. First things first though:
What the hell is Bespoke?
Bespoke is my d20 fantasy (except it uses a d10) trpg system that I've been tinkering with for the past 4ish years & seriously working on for the past year, with play testing and everything (waow).
It's currently at the stage where I thought I had a game until I started testing it and realized that I actually had like 1/3 of a different, way better game so now I'm making that one.
Here's what I've learned over the last couple months of playtesting:
The really good parts
Making little guys is fun. It's probably the best part right now. I’m especially proud of how many systems come together to make generating interesting characters super easy.
Advancement via player determined goals means players are way more proactive about doing stuff, which makes running games waaay easier (for me).
Experiences are perfect & players putting xp points in the most ridiculous shit will never not be funny. Highlights include “OSHA compliance” “Headbanging”, a humongous robot with “Balance Beam”, “Masking”, and multiple instances of “I know a guy”.
Items tend to be more meaningful. This was especially important to me because I like making magic items and I want my players to use them.
I think my setting is good because the game gets better every time I embrace it.
What needs work
I've gone through so many iterations of what jobs/classes/whatever they'll end up being called look like that they vary wildly in quality right now. I have managed to sort of figure out how to design good jobs, so now it's just a matter of updating everything.
Crafting, which is a core advancement system, needs a lot of refinement.
I'm still learning how to run games, let alone Bespoke games. At this point I'm not sure what's the system strengths & weaknesses are vs mine. Figuring that out is going to involve getting it into the hands of other Guides, which is a terrifying prospect.
The maybe drawbacks
Bespoke seems to be an obligate sandbox game. The amount of stuff that's player driven means it's been frustrating to try and design/run adventure module style pre-written narratives. This might be a #skillissue, but I found out I prefer sandbox games anyway so it works out.
Bespoke does not support long campaigns very well. Depending on the scope of the goals players set & how often they're rolling, attributes & experiences can increase or even max out quickly. I could probably mitigate this, but instead I'm running with the idea of having games that’re shorter & smaller in scope, focused on single story arcs that explore a little bit of the world at a time.
All in all I’m very excited/motivated by how much progress I’ve made over the last couple months. I have a pretty clear idea now of what I want Bespoke to be, and it’s only getting better as I move towards that. My next big project is likely going to be codifying Keepsakes/Crafting/Materials, alongside the never ending churn of updating classes.
In that vein, the next newsletter is probably going to be a dissection of the Magician, my first real got-it-in-one of Bespoke. Byyyeeee!