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Shwiffer
Hi guys! I'm Shwiffer, otherwise known as SomebodyElse on Forkheads.
I play games, do tabletop GMing, and do lots of writing. If you want to favourite my stuff, feel free, send me a friend request even! Be sure to check my other stuff on Forkheads!

Age 27

Author of Pneuma

Alberta

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Shwiffer's News

Posted by Shwiffer - January 6th, 2024


Hey everyone, big news.


Pneuma playtests went well enough, but did open up a LOT of possibilities. I don't have a stack of fan letters (or hate mail, thank goodness), but what I did get was a lot of PMs talking about some ways in which Pneuma does lack in polish that could (and should) be expanded to make it the best it can be. Here's overall what I organized for critiques.


  • Difficulty. The system does have too low of a difficulty curve, players do get super-powered extremely fast if the GM is inexperienced and drops too many easy situations. On the flip side, if the players do not invest in certain ways or precisely, it is hard for the GMs to adjust difficulty upwards.
  • Lacking Races (Or Species). It's slow for GMs to make new races (or species, I'll use the term races because it's what I'm used to). As such, world building can take much longer if they are new to the system. While the Construct and Essence creature types do seem to have the least complaints, the other four are difficult to shape in an official capacity.
  • Characters Lack True Specialty. While specialty scores help, there is yet no way to make a truly specialized character outside of specific perk choices. While perks can bolster a character significantly, some are weighted better than others too much and the ones that can boost skills are are locked behind a level one perk that hurts being able to make pure crafters or pure warriors or hinders being able to otherwise advance skills right away.
  • Comprehension. This isn't even just a playtester thing, this is also a me-as-the-writer-looking-in complaint. Trying to make a pure warrior in particular is convoluted because of how sacrificing comprehension works. It's an afterthought brought on at the end of character creation (or even brought in mid-gameplay). It may be better to simplify the comprehension equation itself.


... Among many other smaller nitpicks which are to be addressed. I agree with the above sentiments. It did get me thinking of some other games and how they handle some of these matters, and as such, I think I've landed on a few ideas for making Pneuma a better game for us all.


Regarding Playtest Versions

All alpha versions of Pneuma, the playtest versions, or whatever you wish to call them, are now free for distribution! That's right, go ahead and share them as you want! I do have a final version of the playtest to be released wit hthe former systems, but I don't want to focus on this version with these new ideas that I've come to understand.


The Revamp

Revamped Pneuma is going to be the actual version one release and will be made for sale. This comes with many changes including changes in production in general. Here's what to expect!


  • A New Production Format! Originally, Pneuma was fully written in Microsoft Word. While this is a decent program, I wanted something with more flexibility to bring the vision to life. As such, this new version of Pneuma is being written in Scribus.
  • A Selection of Default Races! I had to. It's simply necessary. Though the Creature Type system is preserved for GMs to make their own. Even I had to make this though because redefining how an Elf differs from a Human for the umpteenth time gets grating.
  • A Better FIPS! Originally, the Pneuma score system was termed FIPS internally for Finesse, Intellect, Physique, and Speech, the four scores possessed by characters. However, this came with a cost to specialty, as you were as perceptive as you were intellectual, or as decent at gathering as you were strong or nimble. The new system, the PNEUMA system, uses Personality, Nimbleness, Enchantment, Understanding, Musculature, and Awareness. Specialty scores do still exist, and you can now have negative scores! This is key to two things; For one, the next point below. For two, the new Comprehension calculation relies on you having at least one point of Enchantment and Understanding to be able to learn magic. This also decouples your perception from your intellectual ability. Training is likewise tied in more to the full score range, and the higher your scores, the more techniques you have available to slot in and room you have to slot in techniques.
  • A Full Skill System! Pneuma represented advantages to skills vaguely through perks and edges to those perks. Now, Pneuma has a proper skill system, categorized as Bodily, Mental, and Technical skills. Each category has eight skills, and each skill has five official levels, but GMs may also allow, though legendary feats, adventures, and quests to unlock a sixth level skill. This changes the core mechanic to 2d4 + Skill + Score. In addition, no skill is tied to a specific score, as the score defines how you use your skill (though some rolls do have a standard). You can now push the rock with your overwhelming personality or your musculature, though the results may be drastically different and the GM can always decide certain scores cannot apply.
  • A New Means of Magic! Magic spells are now categorized into being either spells or cantrips. By making Skill + Enchantment rolls, you now cast cantrips. However, you will need at least one point in both, and the effects are significantly lesser than that of dedicated spells. Still, the costs in WP are low, and opens up more conventional spell opportunities. It also arms spellcasters with means of providing utility, but do still require unlocking -- you don't just know them!
  • Proper Weapons! People were very torn on the Monster Hunter approach to weapons. But generally people preferred having more realistic weapons instead of having categories of weapons that certain types fit into. As such, the sample weapons will be made the standard, but many of the maneuvers available to weapon types will be made available as techniques.
  • Better Perks! Perks may still provide certain bonuses, but generally they are more for utility abilities not normally made available to a character.


So, what do you think? I intend to keep much of the system intact, though there are some drastic shifts. As those who have been following Pneuma since its inception can tell, I have even been honing my typographical skills and working on how things are worded.


I still don't have a release window for you guys, and that sucks, but expect that I am working hard on Pneuma between my day job and also getting married/moving out to the US. I hope everyone reading is excited to see what is to come. Take care!


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Posted by Shwiffer - February 1st, 2023


So yeah, I know art stuffs were promised and very much never came about, but in the classic like, "I'm working on it!"


Hello fellas and folks, I did a whole bunch of new Pneuma stuff and I'm proud to admit that the system has been much-expanded from where I last posted. Where before there were five frameworks to make your character races in Pneuma, there are now six. Where before each of the 15 spell schools had five spells, there's now seven to choose from on the path to spell mastery. Heck, if you wanted to play a pure warrior or rogue with no propensity for magic, now that's finally possible with mechanical benefits.


Indeed, the system has opened up more and I've been personally doodling to get an idea of some characters to help promote the system.


Just for all of you, here's one little lady you'll be seeing a lot of. A lady by the name of Lailah.


iu_884517_4336430.png


NOW, the pressing question, is this going to be the final art style? Eh... probably not. No. However, I do want to lean into stylized art more than realistic with some realistic pieces to contrast. Will I continue to put out some more artwork? Yes. I already have two other characters made in this style that... to be fair I have no idea where I'd put them, but will help to serve as the face for Pneuma.


I want to again thank everyone who has either passed by or is passing by and giving Pneuma some daylight. I hope to give some more info in the future. If anyone's interested, come check out our Guilded server where we talk about this stuff! I also went ahead and redid our Discord so it's no longer ancient-looking and actually can be used for things like TTRPGs and discussions.


So yeah, thanks again y'all. See ya next post.


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Posted by Shwiffer - February 3rd, 2022


System is all working now! Testing underway. So far found a few things but fixed them up right quick.

  • Perks so far are pretty okay but some need tweaking to be a bit stronger.
  • Fixed a few spelling/grammar issues.
  • Added a new cover system.
  • Considering adding more techniques.

Wish me luck! In about a week or two, maybe I'll share some art? We'll see!

As for price point, I want everyone to have access, so expect lower-ended prices and distribution via DriveThruRPG.

If for some reason you guys end up not able to get it in your country (though chances of that are slim -- we're talking a tabletop RPG system after all), pirate it.


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1

Posted by Shwiffer - January 4th, 2022


Hey everyone.


Last time I said I'd do more of these if I get more comments, but... I feel like at least putting out another post to update progress on Pneuma. Going to make this a quicker one. The big takeaway is that status effects are done, but I may need to simplify them a bit further. People don't like having to track multiple effects after all, but status moves aren't the end-all for combat, so they may well be fine enough as is.


I'll check that in the near future.


I started work on perks as well alongside the wife (co-writer, but she's helped a TON), and I've gotta say there's some good stuff in there, but I want to hold off on doing those entirely until I get magic done.


Wish me luck!


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Posted by Shwiffer - December 14th, 2021


So, still working on the latest alpha stuff for Pneuma. I thought I'd give a bit of detail pertaining to what all I have to do. This is a sloppy list, but I already have fixed numerous smaller and larger issues, currently about... maybe 60% through optimization.

  • Status conditions need to be simplified and made nicer to handle.
  • Redo perk system with new framework in mind.
  • Redo techniques with new framework. These will be active skills available to player characters and some enemy types.
  • Put the magic into a leveled system rather than into an open-ended system. This gives players more control over the kinds of magic they can learn, and allows them to empower it further.
  • Fix the GMing section. It's too cluttered. (Actually, too. This accounts for as many as three sections of the book in terms of page number. Easily, I could divide its page numbers by three and get just as much content.)
  • Actually sit down and try to draw. (Stylize, stylize, stylize!)

To keep you all informed, here's stuff I've done so far.

  • Made a lot of the creature types better. (For Pneuma, it isn't race, but you can pretty much make any race, you just gotta make some quick decisions on what a particular fantasy race is like.)
  • Any creature type can now have any score as their specialty.
  • Made a lot of the individual weapon mechanics neater and easier to use.
  • Eliminated difficulty inflation by tweaking the core mechanics to work better with the system.
  • Fixed the vehicle system to not suck. (However, the parts that do suck are entirely for your GM to decide upon including. In essence, fuel, the precise mechanisms for driving, etc.)
  • In general increased the level of customization of gear by simplifying the use of different materials besides iron/steel (which serves as the default) and tweaking upgrade slot usage.
  • Added more general items.
  • Added an art creation system so characters can use artistry to generate money in game by selling various kinds of art (glasswork, paintings, sculptures, etc.)
  • Cut down on page use where possible.

Maybe I'll divulge more details in the near future. Also, I never realized it before but getting comments on these things make me really happy. This is my obligatory message telling you guys to comment more things! Ask me questions about the system or things you may like to see in the tabletop game. I can't guarantee everything will be included and it's not to single anyone out if I don't, and I can't guarantee I'll be able to answer everything in detail (works in progress be like that). However, feedback and criticism is welcome! Heck, even if I don't get to questions in comments, maybe I'll do news posts here more regularly and start answering a handful of questions from time to time. Regardless, I'd love to have a conversation with y'all.


If you want a more direct convo, I'm best reached over on Guilded. There's a link to my server on there if you wanna talk directly.


Thanks for the read. Hope to see your messages soon~


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Posted by Shwiffer - November 20th, 2021


So, I don't usually post here, but I feel like I should now.


Those in my circle will know what I'm talking about. Those outside of it won't.


So, backstory... I used to run a "LARP" in third grade. As we all have (or not). Thing is, I never let it go. Chronicles of Jungalore we called it. It was pretty much an everything universe of nonsense but had like a weird storyline. I'm sure one day I will recount the original RP's story, but being that this was from nearly 20 years ago, I know I'll probably misremember something.


Anyways, I kept it going across platforms and stuff, eventually settling it at Forkheads.


And having it there kind of inspired me to codify the rules better and not in a bunch of .txt files. The final push was from my fiance (at the time of writing, probably married now in retrospect). I decided to work on a book that would actually be for sale.


FIVE YEARS AND MANY VERSIONS AND VARIANTS LATER...


I am now at the cusp of taking public test applications. We're not ready for it yet, but if people are interested, I'd be down. I will give some hints as to how I've built it, but nothing too... obvious.

  • d4s
  • Lots of customization.
  • The book can be wrong.


So I dunno, if you guys want to actually join up, do check the guilded link on my profile.

Much love and thanks.

~SBE


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Posted by Shwiffer - August 22nd, 2021


Yes, it was my idea.


I'm sorry.