Systems Designer | Writer
One, Two, Kickout!
Overview
Academic Project
Roles: Systems Designer, Writer
Genre: Action
Platform: Pen and paper RPG
Team size: Solo project
Production length: ~13 Weeks
One, Two, Kickout! is a tabletop RPG set in a world where pro-wrestling is 100% real. It was designed to be a fast paced, not so serious game that appeals to fans of pro-wrestling while still being engaging and accessible to players who have little to no knowledge of it.
The main system that powers interactions in One, Two, Kickout! is a system called Step-up Modifier Dice. In this system, instead of adding static boosts from their stats to a roll, players roll additional dice and add it to the initial roll.
What I did:
- Created and playtested TTRPG mechanics to formulate and improve the systems.
- Wrote and evolved upon the mechanics and worldbuilding content to increase digestibility.
- Formatted all of the content into one 50+ page book.
Process
Concepting and Prototyping (Weeks 1-2)
I brainstormed mechanics and settings with a set goal of making a game that was fast paced, over the top, and relatively simple.
I made several early changes like increasing the amount of ‘Modifier Dice’ rolled and scrapping a complex critical cancelling system in order to stay within my goals.
Brainstorming work for the system.
The page of the book that describes the archetypes (classes).
Some attacks that characters can learn.
First Edition (Weeks 3-5)
I focused on character customization as a primary appeal, so I designed a fluid class system to encourage players to be unique.
I designed a combat system around choosing specific attacks, this became an issue as it lacked depth, slowed the game, and made each turn feel too similar.
Second Edition (Weeks 6-8)
I raised the level cap and reworked stat point distribution to fix character advancement that was overly fast and unsatisfying.
I improved the attack list formatting and added more attacks, while this improved combat it wasn’t a major fix as it failed to address the core issue.
Stat point requirements in first versus second edition.
Graph comparing points gained in total and per level.
The page describing the new ‘Move Categories’ system.
Some of the new ‘Perks’ that player characters can take.
Third Edition (Weeks 9-13)
I removed the archetype level cap, cut inventory limits, edited status effects, and more to change or cut anything unnecessary or too complex.
I completely overhauled combat so that players now choose from one of five ‘Move Categories’; advancement and customization is handled through new ‘Perks’.
My changes streamlined the game, improving ease of play and keeping the game in line with initial design goals.