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==Game/Wiki News Archive==
==Game/Wiki News Archive==
  Wiki News snippets are copy and pasted from the [[Main Page]] when they become the 'third' news post, to reduce clutter.
  Wiki News posts are copied and pasted from the [[Main Page]] when they become 'Old news' to reduce clutter.
===2025===
===2025===
'''14th December 2025'''
Seems I managed to fix and tidy up most of the new layout for the wiki, apart from the fact the tables refuse to align center, this is apparently a bug in the Citizen Skin and not fixable until the wiki gets updated. Bummer.
But in other news, I am in the process of creating '''Definition Articles''', which are focused pages that define and explain various words and terms used in the Metaforce system so that people can read up on them independently from larger topic articles. To further that end, there are now new categories to help group up everything and hand it to you in a nice alphabetical platter. You can find the main bulk of articles in [[:Category:Mechanics]]. Aside from having to update older articles to use the new category, this means that not all pages will be listed on the front page any more, but at the same time the front page doesn't have to be filled up with them either.
'''9th December 2025'''
It's been a while but aside from a few reworks, I have also finally got around to installing a newer and easier-on-the-eyes skin for the Metaforce wiki. No longer shall visitors (or my) eyes be flash-banged by the default white of the Vector skin.
As far as game-mechanic news. I have reworked [[Meta Point]]s so that determining a character' Max MP from creation and level ups are now simplified to simply be a default value plus a set value determined by MPLV and your character level. No more 'lowest of three core values' complicating things. In addition, it is now possible to spend [[Experience]] points to increase one's Max MP and restore their MP along with it, solving an issue with trying to level up where you have the XP but nothing to spend it on (with Metaphors and/or Attributes being more than your current XP).
Now that the site is easier to read for long periods of time, I'll be able to continue working eagerly to set up testing Beta 2.2.
  '''18th September 2025'''
  '''18th September 2025'''
  After a summer away, I've returned to do more updates and changes to the Metaforce system. A few highlights include '''<code>Status [[Magnitude]] & Saves</code>''', '''<code>[[Attribute]] Power Tiers</code>''' and updating creation rules to suits and <abbr title="Isn't it nice when something says 'And more!' and then actually show you MORE instead of just saying it to look better? You're welcome">more!</abbr> '''[[Character Creation|Training Points]]''' supersede [[Level|Attribute Training Opportunities]], gained the same way as ATOs except they can now be spent to obtain new Metaphors and also increase a character's Attribute tier!
  After a summer away, I've returned to do more updates and changes to the Metaforce system. A few highlights include '''<code>Status [[Magnitude]] & Saves</code>''', '''<code>[[Attribute]] Power Tiers</code>''' and updating creation rules to suits and <abbr title="Isn't it nice when something says 'And more!' and then actually show you MORE instead of just saying it to look better? You're welcome">more!</abbr> '''[[Character Creation|Training Points]]''' supersede [[Level|Attribute Training Opportunities]], gained the same way as ATOs except they can now be spent to obtain new Metaphors and also increase a character's Attribute tier!
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  Lastly, the system has a '''new Logo'''! A pixel-style inspired by ''wplace.live'' created by AlienOvan. Incorporating all the four primary colours with a retro TTRPG aesthetic. This will replace the Logo-Maker stuff I had been using previously, it looked nice, but literally anyone could make it and this way, I know it's unique to Metaforce. Nicer versions of the Logo to come in the future!
  Lastly, the system has a '''new Logo'''! A pixel-style inspired by ''wplace.live'' created by AlienOvan. Incorporating all the four primary colours with a retro TTRPG aesthetic. This will replace the Logo-Maker stuff I had been using previously, it looked nice, but literally anyone could make it and this way, I know it's unique to Metaforce. Nicer versions of the Logo to come in the future!
 
  '''14th May 2025'''
  '''14th May 2025'''
  Added a new mechanic, Experience [[Debt]]. A potential penalty, or trade-off for events that may occur in games to slow experience gains, or a way to allow innately-powerful characters to be played in games where they wouldn't normally.
  Added a new mechanic, Experience [[Debt]]. A potential penalty, or trade-off for events that may occur in games to slow experience gains, or a way to allow innately-powerful characters to be played in games where they wouldn't normally.

Latest revision as of 04:50, 9 February 2026

Game/Wiki News Archive

Wiki News posts are copied and pasted from the Main Page when they become 'Old news' to reduce clutter.

2025

14th December 2025
Seems I managed to fix and tidy up most of the new layout for the wiki, apart from the fact the tables refuse to align center, this is apparently a bug in the Citizen Skin and not fixable until the wiki gets updated. Bummer.

But in other news, I am in the process of creating Definition Articles, which are focused pages that define and explain various words and terms used in the Metaforce system so that people can read up on them independently from larger topic articles. To further that end, there are now new categories to help group up everything and hand it to you in a nice alphabetical platter. You can find the main bulk of articles in Category:Mechanics. Aside from having to update older articles to use the new category, this means that not all pages will be listed on the front page any more, but at the same time the front page doesn't have to be filled up with them either.
9th December 2025
It's been a while but aside from a few reworks, I have also finally got around to installing a newer and easier-on-the-eyes skin for the Metaforce wiki. No longer shall visitors (or my) eyes be flash-banged by the default white of the Vector skin.

As far as game-mechanic news. I have reworked Meta Points so that determining a character' Max MP from creation and level ups are now simplified to simply be a default value plus a set value determined by MPLV and your character level. No more 'lowest of three core values' complicating things. In addition, it is now possible to spend Experience points to increase one's Max MP and restore their MP along with it, solving an issue with trying to level up where you have the XP but nothing to spend it on (with Metaphors and/or Attributes being more than your current XP).

Now that the site is easier to read for long periods of time, I'll be able to continue working eagerly to set up testing Beta 2.2.
18th September 2025
After a summer away, I've returned to do more updates and changes to the Metaforce system. A few highlights include Status Magnitude & Saves, Attribute Power Tiers and updating creation rules to suits and more! Training Points supersede Attribute Training Opportunities, gained the same way as ATOs except they can now be spent to obtain new Metaphors and also increase a character's Attribute tier!

Level Points are now produced 1 for 1 for each Experience point spent. These LPs can be exchanged for level-ups. This was done to make it more obvious that spending Experience is required to level up and the character sheet has been updated to track these properly.

Speaking of sheet updates, now that Status Saves have been introduced to make inflicting and recovering from status conditions easier and fairer. The character sheet has been updated to give plenty of room to track statuses and their Magnitude amounts. Resistances have also been added and defined, offering a number of ways one can protect themselves passively from damage and effects, and also circumvent them via Penetration. With added definition to how Deflection works by default (it's Resistance X).

Attribute Tiers add more depth to a character's core abilities. Those with higher tiers will get access to greater bonuses whenever they roll for checks or use Metaphors that use them. The Exert feature allows one to briefly tap into the utmost of their Attribute at the cost of a little exhaustion or some other cost. Characters can start with higher tiers based on their Nature (Race) and Nurture (Class/Choice/Backstory), and spend a lot of points to raise their tier with Training points!

Lastly, the system has a new Logo! A pixel-style inspired by wplace.live created by AlienOvan. Incorporating all the four primary colours with a retro TTRPG aesthetic. This will replace the Logo-Maker stuff I had been using previously, it looked nice, but literally anyone could make it and this way, I know it's unique to Metaforce. Nicer versions of the Logo to come in the future!
14th May 2025
Added a new mechanic, Experience Debt. A potential penalty, or trade-off for events that may occur in games to slow experience gains, or a way to allow innately-powerful characters to be played in games where they wouldn't normally.

Additionally, Level has been updated to feature a new Level Investment approach to levelling up. Whereby a character can't spend experience to level up directly, but rather requires spending enough XP on things such as Metaphors and Attribute Training Points (previous ATOs) to automatically gain a new level. Depending on how well I can implement this on the character sheet, Level Investment may be the standard approach for Metaforce games moving on.
22nd February 2025
It's been a long absence, but the love grows stronger with Metaforce. A new update to the way Encounters work is being written into the wiki, starting with the Encounter page. Battles now take place under a 'Time-Frame' system wherein your actions aren't limited to points, but instead periods of time, known as Frames. Whatever appendages your character can use can allow multiple actions to take place including movement, provided there are no conflicts such as using the same limb twice at the same time, or using multiple limbs that require proper coordination.

Overall, it should open up how one may conduct their turn and combine movements with actions. Although speaking of movement, base speed has been reduced to 20ft, to account for how a character can potentially move up to three times their base speed. Slower characters have a base speed of 15 or 10ft, whereas Faster and bigger characters will gain +5ft per Size above 1.

8th March 2025 (Addendum)
It's now officially referred to as Action Frames. This will replace Action-Sequences with Optimise Action, allowing regularly used actions to resolve faster and potentially allow them to fit within singular Action Frames, much like Sequences used to do except all Optimised actions can work with each other.
14th May 2025
Added a new mechanic, Experience Debt. A potential penalty, or trade-off for events that may occur in games to slow experience gains, or a way to allow innately-powerful characters to be played in games where they wouldn't normally.

Additionally, Level has been updated to feature a new Level Investment approach to levelling up. Whereby a character can't spend experience to level up directly, but rather requires spending enough XP on things such as Metaphors and Attribute Training Points (previous ATOs) to automatically gain a new level. Depending on how well I can implement this on the character sheet, Level Investment may be the standard approach for Metaforce games moving on.
8th March 2025 (Addendum)
It's now officially referred to as Action Frames. This will replace Action-Sequences with Optimise Action, allowing regularly used actions to resolve faster and potentially allow them to fit within singular Action Frames, much like Sequences used to do except all Optimised actions can work with each other.
22nd February 2025
It's been a long absence, but the love grows stronger with Metaforce. A new update to the way Encounters work is being written into the wiki, starting with the Encounter page. Battles now take place under a 'Time-Frame' system wherein your actions aren't limited to points, but instead periods of time, known as Frames. Whatever appendages your character can use can allow multiple actions to take place including movement, provided there are no conflicts such as using the same limb twice at the same time, or using multiple limbs that require proper coordination.

Overall, it should open up how one may conduct their turn and combine movements with actions. Although speaking of movement, base speed has been reduced to 20ft, to account for how a character can potentially move up to three times their base speed. Slower characters have a base speed of 15 or 10ft, whereas Faster and bigger characters will gain +5ft per Size above 1.

2024

16th October 2024
Just as a way to keep things tidier, I created a News and Updates link to the sidebar (Desktop users only) and will now only keep the latest important messages on the main page to prevent it from pushing the Chapter article links down too much. So expect only one or two news items to appear here from now on, the rest will be in the News page as an archive.

Additionally, there is a discord link to the New Expanded Universe Discord. It is not a Metaforce product or setting, but is a great Sci-fi/Fantasy that involves similar mechanics. Also, it serves as a means to contact me (AlienOvan) in case you want to get in touch about the system. However, please be kind and also take a look at Reborn in Power, an Arthadian-Anthologies system. I will never forgive you if you don't.
14th October 2024
After finishing up the drafts for both Encounters and Action Points, the groundwork for Metaforce is on the home-stretch now. Some smaller articles need to be written for specific mechanics but it is starting to become a comprehensive and workable framework now. Metaforce should be expected to be officially in the Beta-2 state by the end of this month of October.

I have had some serious consideration to rename Progressions into something else, something snappier and less iniquitous. I'd bring shame to my family if I named it into 'Meta-something' one more time. Ideas I have considered include Arc, like character arcs. So when a character levels up, they are advancing as part of their own character build journey. If I decide to go with this idea, I'll be moving and updating article links to reflect this.

As for any playtests, they are likely not to start until November due to work commitments. I'll be looking forward to see others try the system out for their own games and provide feedback for late-development improvements.
30th September 2024
Progression of the Wiki is slow but steady, the 'Getting Started' section are nearly all blue links now. Creation of the Recommended Metaphors page will be in long-term development as certain advanced Metaphors will take some time to figure out completely. 

With development of Level Progressions, there will be a mechanic in place to give characters more meaningful level-up rewards aside from just gaining Attribute points. Likewise, when Progressions are used in a scenario, the amount of Attribute points gained per level will decrease to account for the extra benefits levels given. A Progression will basically make it easier to simulate things like Racial Traits/Ancestries and Class features.

I am aiming to have the majority of pages created and up to date by the end of October. And no doubt there will be rounds of editorializing in order to make sure each page is consistent and coherent to the masses. I will update the main page with more news when it is gets closer to Beta-2 testing.
18th September 2024
The Metaforce Wiki, as well as the Metaforce System is under construction at the moment as preparations for Beta-2 are made. Pages are being written and tested to be mostly feature-complete before it can be pushed live. Beta-2 is a revision to the system from the Closed Beta and takes into account feedback and suggestions from the play-testers who engaged in testing back in May.

So just fair warning, pages will be missing content (red links), the game will be ready for Beta-2 play when the page Game Mastery is created and completed. So keep an eye out for that!