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FGG Games, LLC RPGs and Reading, Elevated

08/27/2024

In most RPGs, magic is handled either in the tradtional Vancian expended spell slots system or with some variation of spell points. Each of these systems has its advantages and disadvantages. What we want to achieve is a cross between these systems, where the character's skill at and experience with magic dictates how much magic they can use and how often they can use it, but without having a spell point attribute per se. As much as possible, we are trying to use the existing characteristics for everything, so the system can be consistent between Basic and Advanced rule sets. This is why we are not using hit points as traditionally presented, either.

Additionally, for those who have played the more recent versions of the world's most popular RPG, there were some important differences between the third and fifth editions regarding buff spells: in the former case you could have as many as your character's spell slots allowed, which at high levels meant it was possible a party might have 30 or 40 all running simultaneously on each other, making it virtually impossible to track them all, while in the latter case they are almost all limited to a single one at a time, restricting the character choices and reducing fun combinations.

In Four Play™, our goal is to find a middle road, where a character can have more than one buff spell at a time, but not an absurd amount, and also let the character decide how to allocate their limited spell resources between offensive and defensive magic, leading we think to more interesting and playable tactical combats.

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08/25/2024

Four Play™ will not have character classes per say; instead, each campaign type will have a set of basic packages, which are collections of "skills" (though we are calling them competencies) in the Basic game, or "skills" plus special abilities in the Advanced game. No matter which version you are playing in or running, it will be possible to create virtually any type of character you can imagine that would fit into that milieux. It will even be possible to mix genres together if that is what the PCs and BC* want, since the basic formula for creating packages will be universal and uniform between all different types of games.

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08/23/2024

Another thing we are creating Four Play™ to do is change how "hit points" work both in tracking character damage taken and how that affects the character's actions. In the first RPG, there was no negative effect to losing hit points; a character with one and a character with 50 had the same chance to hit a foe, ran at the same speed, cast spells the same way, picked locks the same way, etc. While this made for speedier encounters, this was not realistic.

In other systems that followed, different tacts were taken. Some RPGs would impose numeric penalties on actions based on how far hit points were reduced, usually as a percentage. Other systems would divvy up hit points so that given body parts would have their own hit points and only become useless when damage exceeded those portion totals, but they were usually still completely usable until that point.

We have created a system that has all the best features of both: a hit point system that not only is simple and quick to use in combat, but also penalizes actions for injured characters in easy-to-determine ways requiring no math or complicated calculations while still using vital and important hit location mechanics to add flavor and nuance. It has been very popular in playtest, so much so that it has garnered most of the positive comments to date. We are proud to be able to offer it to the public some day soon.

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08/21/2024

One of the important things that Four Play™ does is break with the past in using ill-defined and debatable terms to quantify a character. Ever since the original RPG, characters have had attributes (or stats, or other value names) like "Strength," "Intelligence," "Wisdom" and so forth. Not only does this sort of naming spawn debates about what exactly they mean, it also puts players into the position of constraining their behavior based on those abilities. If your character has a low "Wisdom" then perforce your character should be making foolish choices in the game, which might impact both your fun and your party's viability.

Four Play™ will change that. While there is a system for quantifying characters, none of it will constrain character behavior. You will be able to play it as wise or foolish, as smart or dumb, as charismatic or obnoxious as you desire. Numbered abilities will only exist to determine the outcome of events where randomness is part of the equation, and those will apply only to the rolls their name implies.

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08/20/2024

Four Play™ will be a dice pool game, though it will have big differences compared to classic dice pool games like the original West End Games "Star Wars"™, Shadow Run, and similar previous offerings. It will offer three modes of operation for those who play it to choose from:

A. True Dice Pool: This is where you roll all the dice in the pool, whether that's a singe die or 16 of them (or more). People who enjoy the visceral sensation of rolling handfuls of dice will probably prefer this approach.

B. Diceless Dice Pools: This is where you take the number of dice in the pool and use those values, instead of what is rolled, to determine the outcome. It's very mechanistic and removes all randomness from the equation, which some people like.

C. Dice Pool with Cap: This is where you roll physical dice up to some value decided by the BC*, and any pools that would contain more dice than the cap are treated as mechanical set values as in mode B. Essentially, this is a combination of A. and B. for those who want a middle road.

More info as the playtest progresses!

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08/17/2024

So far playtester comments have been overall positive, though many suggestions for changes have been submitted and some will be incorporated.

The Basic rules will be for those who want to quickly make a character and start playing, eager to roll dice. It trades off detail and complexity for speed.

The Advanced rules will be for those who enjoy more detailed character creation, with more options for making choices and more dimension to the character. It is the opposite of the Basic rules.

The strength of the system is that it is capable of being both things, and the players/BC* can decide which one they prefer, converting characters back and forth with ease if they so desire.

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08/16/2024

Basic rules playtest will have one more session, and then we will switch to the Advanced rules for more crunchiness.

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08/12/2024

Historically fantasy RPGs have outsold every other genre, with sci-fi and superhero usually coming in second and third respectively, but is that still true today? Has the success of the Marvel movies made superhero RPGs more popular? Our new system, Four Play™ will be capable of multigenre adventures because the mechanics won't be tied to any particular type. It will be up to the people running the game, both BC* and players, to determine what they want. The first book will use a generic fantasy setting as that is still number one, but an expansion volume tentatively slated for late 2025 will contain the material for lots of others. What should be cover? In addtion to the materials above we have several possible ideas (Western, gangster era, historical wars or politics, presidential campaign or running for Pope, animated rabbits living by pastoral rivers, post-apocalyptic [hardcore or fantastic], Saturday morning cartoons, time travel) we could include, but let us know what you would like to see. We want to make sure our customers get what they want if we can deliver it.

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08/10/2024

Still working on initiative to get it right, and also we are discussing "surprise," a staple of RPGs in one form or another since their inception. Should there even be surprise? If so, when is it called for? In AD&D, a party would be surprised about 1/3rd of the time (d6, 1-2) even when they should be on the alert, e.g. knowing they are marching into a cave full of monsters. Is that realistic? We don't think so, yet there should be situations where it exists, so how to model that on the table top is still being explored.

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08/01/2024

Last day for artwork submissions!

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07/26/2024

Another playtest went well last night, we are all convinced the basic mechanics are sound. We just need to fine tune a couple of sub-systems, e.g. initiative still doesn't have a good feel to it after two sessions, so we will explore another one next week.

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Phase 1 of playtesting complete.  On to Phase 2.   Here's the happy playtest group after last night's meet:
07/20/2024

Phase 1 of playtesting complete. On to Phase 2. Here's the happy playtest group after last night's meet:

We didn't get this done in 2023, sadly, but that's OK, by taking time to do it right it's turning into a much better gam...
07/17/2024

We didn't get this done in 2023, sadly, but that's OK, by taking time to do it right it's turning into a much better game. Here's the ad we put in the back of Ascalon:

07/16/2024

So far the play testers are enthusiastic. We hope to get a group pic uploaded sometime in the next couple of weeks.

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07/16/2024
07/12/2024

First playlets session involved character creation for the basic rules and updates on the magic system changes, which required starting over for some. We did a little RPing but not much. Playlets for basic rules continues next week, and probably for 3-4 further sessions before testing the advanced rule set.

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07/01/2024

We are back and happy to announce that the magic system for 4P seems to be fixed, so we will resume play testing this Thursday. It probably won't be ready for GenCon this year, but next year for sure. We will try to get it to the press sometime in September. Fingers crossed!

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06/22/2024

Update: we will be taking the last week of June off for some refreshment. Back in July!

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06/02/2024

Still working on re-writes, no new release date yet but we will try to get it done in July sometime.

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05/16/2024

We will need to re-write a good chunk of the rules due to some mist-understandings among the play testers. This will push back release dates into July. FGG Contractors: If you haven't completed your art assigments yet, the deadline is extended to June 30 to accommodate our delays. Thank you.

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05/09/2024

No new updates as we have paused the playtest to work out bugs in the magic system (well, one of them anyway). More as we have them.

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05/01/2024

Continuing to make adjustments, some controversy about how magic is working out and divided opinions. This looks like a bigger issue than just fine tuning so we will see.

04/23/2024

So far, playtesters like some aspects of the system and dislike others. We are working through the dislike part to see if it's just personal preference thing or if those items are a real issue. More to come later.

04/13/2024

Important playtest tip: don't forget to tell the play testers to bring dice, since rolling dice is a part of the game. LOL

04/08/2024

Today my dedicated group of play testers is going to put the system through the wringer and try to break it. Updates as they happen!

04/06/2024

Final playtest of the new RPG system starts next week, last chance to fine tune the rules before release!

04/03/2024

Artwork is starting to roll in from contributors to 4P, looking great so far!

03/24/2024

We hope everyone is having a good weekend and look forward to possibly announcing another project in April. Stay tuned...

03/19/2024

We just heard the Jim Ward passed away today. He was a great man who had a tremendous influence on the RPG industry, from its beginnings until now. We pass along our condolences to his family and salute his memory.

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