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Devlog
October development summary
October 19, 2024
by
Eran Aviram
2
I'm pretty excited with how action scenes work! They've been pretty awesome for about two years of development, but now they're finally starting to feel... finished. Here it is, copied from the draft:...
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Many small improvements, bundled up
February 12, 2024
by
Eran Aviram
2
Had a few months off due to Son of Oak stuff, but now I'm re-equipping Vivid (it goes in the helm slot) and I have some thoughts. A vague idea for fun crafting You draw three cards, and choose each to...
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September playtest summary
September 25, 2023
by
Eran Aviram
Two brave groups of adventurers are exploring the area around Maisie’s Fall , a small village under threat from a brigand king, strange turtle-people, a haunted castle, and a 5-stories tall stone sc...
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Three and a half humans, goblinorcs and wyrms
August 07, 2023
by
Eran Aviram
1
There are three core species in (the current world being developed for) Vivid, with humans being the most common - and ethnicities are a big thing. Cambri are the most plentiful human ethnicity in the...
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Signature and motivation to focus your character
July 17, 2023
by
Eran Aviram
1
This weekend I ran the first character creation session, and I've got thoughts. The main issue to tackle is "where to begin visualising". In D&D and Pathfinder you usually start imagine your character...
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Magic items turn to dust, and that's a good thing
July 13, 2023
by
Eran Aviram
1
There's an expectation behind the words "magic items" that has been ingrained into us by years of D&D and Pathfinder , that gear = permanent increase in power. The problem is that this is how video ga...
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June playtest summary
June 26, 2023
by
Eran Aviram
#worldbuilding
A good month for Vivid , with two big steps forward. 1. At the start of the month I ran several playtests in UKGE using my small, go-to dungeon adventure, One Last Tribute ( available here as a one-pa...
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Emulating the fight of Balin's Tomb
June 02, 2023
by
Eran Aviram
What is the experience I am aiming for? It's a wide question, but to narrow it down - to have the players and GM make choices that would make them enact dramatic and dynamic scenes such as the fight a...
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Colour-coded challenge ranks
May 22, 2023
by
Eran Aviram
1
Here's a brilliant idea: Let's segment "getting better" into several clear ranks. Your skills start at "Green", the simplest level, and have a +1 against other Green challenges. When you get better at...
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Come dream with me tonight
May 15, 2023
by
Eran Aviram
1
Last time we talked about how Vivid should feel - "being skilled is about not wasting effort" - and it's main design goal, to be an ultimate gateway game. But I wanted a lot more, actually. First, I w...
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A skill for every weapon and spell
May 09, 2023
by
Eran Aviram
5
In 2014 someone posted somewhere "I want a game about skill , about being skillful , like, maybe there's a different skill for each weapon and spell". That sounds like Rolemaster or something, I thoug...
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