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changelog [2019/08/29 18:06] – created samchangelog [2019/08/29 18:09] (current) sam
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-====== Versions ======+====== Changelog ======
  
-Yags was first conceived during my final year at university, sometime towards the end of 1994 and beginning of '95. At that time, I was using my Myths system to run campaigns, but my tastes had changed and I decided I wanted to start afresh. Myths was getting too complex to extend (character packages in particular meant there was a lot of work involved in adding a new setting), and I wanted something simpler. And so Yags was born.+**YAGS** was first conceived during my final year at university, sometime towards the end of 1994 and beginning of '95. At that time, I was using my [[https://www.notasnark.net/myths/index|Myths]] system to run campaigns, but my tastes had changed and I decided I wanted to start afresh. Myths was getting too complex to extend (character packages in particular meant there was a lot of work involved in adding a new setting), and I wanted something simpler. And so YAGS was born.
  
 ===== Version 0.1 (Taneith) ===== ===== Version 0.1 (Taneith) =====
  
-The first version of Yags to be played was written as a fantasy game for my Taneith setting. It was far simpler than the most recent incarnation, and attributes and skills were added together for skill checks. Attributes averaged to 0, and skills were in steps of +5, adding 2d10 to get a result.+The first version of YAGS to be played was written as a fantasy game for my Taneith setting. It was far simpler than the most recent incarnation, and attributes and skills were added together for skill checks. Attributes averaged to 0, and skills were in steps of +5, adding 2d10 to get a result.
  
 ===== Version 0.2 (Habisfern) ===== ===== Version 0.2 (Habisfern) =====
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 This was the first simplified version, again focused on my fantasy campaign. Attributes averaged at 3, and skills at 4, and were simply multiplied together. Sometime during the running of this campaign, the +2d10 became +1d20. I liked 2d10, since it made things more predictable but the players wanted a bit more randomness. This was the first simplified version, again focused on my fantasy campaign. Attributes averaged at 3, and skills at 4, and were simply multiplied together. Sometime during the running of this campaign, the +2d10 became +1d20. I liked 2d10, since it made things more predictable but the players wanted a bit more randomness.
  
-===== Version 0.5 (Harn) =====+===== Version 0.5 (Hârn) =====
  
-Taking the Harn background, I modified Yags to fit a more structured character generation system, with backgrounds providing defined sets of skills.+Taking the Hârn background, I modified YAGS to fit a more structured character generation system, with backgrounds providing defined sets of skills.
  
 This had the big advantage that character types that needed large numbers of skills for background reasons could have them without becoming unbalanced (most nobles should have skills such as heraldry, etiquette etc, but in a points-buy system taking such skills makes them less effective at 'adventuring' than a peasant foot soldier who can concentrate on combat skills). This had the big advantage that character types that needed large numbers of skills for background reasons could have them without becoming unbalanced (most nobles should have skills such as heraldry, etiquette etc, but in a points-buy system taking such skills makes them less effective at 'adventuring' than a peasant foot soldier who can concentrate on combat skills).
changelog.txt · Last modified: 2019/08/29 18:09 by sam

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