Skills in Book of Travels
We are thrilled to share another big piece of the puzzle that makes the core of our game design in Book of Travels - skills! This has been one of our focal points as of late and now were ready to offer a deep dive into their function in the game, shedding some light on what makes them special compared to other RPGs and how they look and behave. Firstly it's important to keep in mind that were trying to build a roleplay experience that challenges many of the norms and structures that fans of the genre are taking for granted. Its our hope that what you read here will shed light on our philosophy regarding skills and that youll be as excited about them as we are!
In order to start explaining something as complex an RPG skill system, we need to begin with the foundation. There are four types of skills that your character can learn. Knots, Teas, Abilities and Passives. They each have different tones, uses and gameplay orientation. What all skills share is that they are not all tailored to boost your stats or give you obvious advantages. Many skills are just ways for you to express your character and to use for roleplaying purposes in social situations.
The tying of knots is a magical practice in the game world and allows for a variety of wondrous effects and functions. The time it takes to tie a knot depends on its complexity, but after untying it, the effects of knotspells are often direct.
If the knots are the scrolls then teas are the magic potions of our world. Deeply rooted in the culture of the world, the brewing of tea is a common practice both among ordinary folk and practising mystics. It requires preparation and patience but the results are often rewardingly strong and may last for long periods of time. The only limitation is that just one tea effect can be enjoyed at a time.
These are skills that don't work by magical principles. Hiding in bushes, fishing, tricks and perks will instead improve everything from social skills, world interactions to survival gameplay. Some can be used all the time, others require special conditions or even tools.
Even if the term is common in RPGs we treat passive skills a bit differently in Book of Travels. Obviously they work on the principle of giving permanent bonuses to your character, but many of them can give you unusual and flat out weird bonuses if used correctly. Our idea is that players can use the other categories in conjunction with their passives to create tricky chains of bonuses. An example is drinking a tea that makes you unaffected by the elements, using a knot to call for rain clouds and then having a passive skill that gives you bonuses when standing in rain. With the amount of skills we are prepping, we are quite convinced that you can come up with some pretty awesome combos.
Besides the four types of skills there are four winds. These are a big part of the world lore and are considered divine or magical. Each skill, regardless of type, has a wind connected to it. The four winds all have their own personalities and they represent differences between skills. Skills of the Southern Wind are orientated towards physicality, interactions and trade. Skills of the Western Wind are often focused towards creativity, illusions, and strong magics. Northern Wind skills are cerebral and orientated towards science, protection and group aiding spells. Skills of the Eastern Wind are naturalistic, spiritual and often include animal skills and survival tricks. Each character has an affinity for one of the four winds, making skills of that wind easier to learn.
Unlike many RPGs, your character won't learn skills per automation upon leveling up. Instead we have made gathering skills into something a bit more contextual and roleplay like (you are likely to learn the fishing skill from a fisherman, and a master at a tea house might teach you a magical tea blend). Of course there are numerous ways to acquire skills, such as learning them from NPCs, receiving them as rewards in events, trading for them, or finding them randomly in loot. A skill you write in your skill book must be activated or learned before it can be used. This is done by allocating points in the skills you want to use. Skills vary in how many points are required to learn them, and its up to you to balance your array of skills. Will you collect many cheaper, simpler skills, or a few more potent and rare?
Skills all have conditions on when and where they can be used. We are not very fond of do whatever you like type of RPGs and will prohibit players from assembling a fireplace on a wooden deck in a tea house. Besides the conditions of when and where, skills are used differently depending on type. Passives are always active. Abilities can be used freely without cost but work as cooldowns. Knots and teas both use the same fuel: reagents. These are things that you collect in the wind that you then use to craft knots and teas. A combination is often needed to complete a knot or a tea. Dandelion plus a tuft of animal hair to give one example. In our world the magical practises are somewhat alchemic and reagents are not always gathered from nature. Coagulated engine oil and driftwood dust are amongst the things you can expect to tie into your knots. We hope you have enjoyed this summary of skills in the game. Please let us know your thoughts about them in the comments. As always we do actually read everything and will gladly use suggested skills in the future so feel free to brainstorm! Much love from the team
[ 2020-03-14 11:19:05 CET ] [ Original post ]
Hello Travellers!
We are thrilled to share another big piece of the puzzle that makes the core of our game design in Book of Travels - skills! This has been one of our focal points as of late and now were ready to offer a deep dive into their function in the game, shedding some light on what makes them special compared to other RPGs and how they look and behave. Firstly it's important to keep in mind that were trying to build a roleplay experience that challenges many of the norms and structures that fans of the genre are taking for granted. Its our hope that what you read here will shed light on our philosophy regarding skills and that youll be as excited about them as we are!
The four types of skills and the four winds
In order to start explaining something as complex an RPG skill system, we need to begin with the foundation. There are four types of skills that your character can learn. Knots, Teas, Abilities and Passives. They each have different tones, uses and gameplay orientation. What all skills share is that they are not all tailored to boost your stats or give you obvious advantages. Many skills are just ways for you to express your character and to use for roleplaying purposes in social situations.
Knots
The tying of knots is a magical practice in the game world and allows for a variety of wondrous effects and functions. The time it takes to tie a knot depends on its complexity, but after untying it, the effects of knotspells are often direct.
Teas
If the knots are the scrolls then teas are the magic potions of our world. Deeply rooted in the culture of the world, the brewing of tea is a common practice both among ordinary folk and practising mystics. It requires preparation and patience but the results are often rewardingly strong and may last for long periods of time. The only limitation is that just one tea effect can be enjoyed at a time.
Abilities
These are skills that don't work by magical principles. Hiding in bushes, fishing, tricks and perks will instead improve everything from social skills, world interactions to survival gameplay. Some can be used all the time, others require special conditions or even tools.
Passives
Even if the term is common in RPGs we treat passive skills a bit differently in Book of Travels. Obviously they work on the principle of giving permanent bonuses to your character, but many of them can give you unusual and flat out weird bonuses if used correctly. Our idea is that players can use the other categories in conjunction with their passives to create tricky chains of bonuses. An example is drinking a tea that makes you unaffected by the elements, using a knot to call for rain clouds and then having a passive skill that gives you bonuses when standing in rain. With the amount of skills we are prepping, we are quite convinced that you can come up with some pretty awesome combos.
Winds
Besides the four types of skills there are four winds. These are a big part of the world lore and are considered divine or magical. Each skill, regardless of type, has a wind connected to it. The four winds all have their own personalities and they represent differences between skills. Skills of the Southern Wind are orientated towards physicality, interactions and trade. Skills of the Western Wind are often focused towards creativity, illusions, and strong magics. Northern Wind skills are cerebral and orientated towards science, protection and group aiding spells. Skills of the Eastern Wind are naturalistic, spiritual and often include animal skills and survival tricks. Each character has an affinity for one of the four winds, making skills of that wind easier to learn.
How to acquire skills
Unlike many RPGs, your character won't learn skills per automation upon leveling up. Instead we have made gathering skills into something a bit more contextual and roleplay like (you are likely to learn the fishing skill from a fisherman, and a master at a tea house might teach you a magical tea blend). Of course there are numerous ways to acquire skills, such as learning them from NPCs, receiving them as rewards in events, trading for them, or finding them randomly in loot. A skill you write in your skill book must be activated or learned before it can be used. This is done by allocating points in the skills you want to use. Skills vary in how many points are required to learn them, and its up to you to balance your array of skills. Will you collect many cheaper, simpler skills, or a few more potent and rare?
Using skills
Skills all have conditions on when and where they can be used. We are not very fond of do whatever you like type of RPGs and will prohibit players from assembling a fireplace on a wooden deck in a tea house. Besides the conditions of when and where, skills are used differently depending on type. Passives are always active. Abilities can be used freely without cost but work as cooldowns. Knots and teas both use the same fuel: reagents. These are things that you collect in the wind that you then use to craft knots and teas. A combination is often needed to complete a knot or a tea. Dandelion plus a tuft of animal hair to give one example. In our world the magical practises are somewhat alchemic and reagents are not always gathered from nature. Coagulated engine oil and driftwood dust are amongst the things you can expect to tie into your knots. We hope you have enjoyed this summary of skills in the game. Please let us know your thoughts about them in the comments. As always we do actually read everything and will gladly use suggested skills in the future so feel free to brainstorm! Much love from the team
Book of Travels
Might and Delight
Might and Delight
2021-10-11
RPG MMO
Game News Posts 134
🎹🖱️Keyboard + Mouse
Very Positive
(1410 reviews)
http://www.tmorpg.com
https://store.steampowered.com/app/1152340 
Book of Travels Linux 64bit [5.82 G]
Join The Book of Travels and become a part of a unique social roleplaying experience that doesn’t hold your hand. Inspired by genre classics, this is a serene adventure that sets you adrift in a fairytale world... but it’s also an invitation to roleplay without the restraints of linear missions and plotlines. Feel at liberty to travel the free wilds and vivid cities of the Braided Shore peninsula. Wander deep into the layers of this hand-drawn world, stumble upon its hidden places or unravel one of its many mysteries. There is no overarching goal, no real beginning or end, but for mortal characters the stakes can be high.
Braided Shore is a vast and intricate world, but meetings with other players are few and far between so your chance encounters will be something special. Choose to collaborate together or to survive alone, either way, you’ll be part of the birth of an exciting new online community, one where many stories will be told.
But take note: This is a game for wayfinders and wanderers and it won’t plan out your route. Instead it will trust you to to play in your own style and to shape your own journey. Whichever way you choose to travel, you’ll soon be adding your own chapters to the Book of Travels.
- Authentic roleplaying and individual playstyles
Pick one of 20+ Forms in a detailed character creation sheet that focuses on personality and identity rather than stats and classes. The game allows you to play in a style that matches your character and to set your own personal goals. Are you a danger-seeking adventurer, a stoic practitioner of magic binding, or a carefree tea drinking gambler? - Boundless narrative that won’t hold your hand
Your travels will present you with countless randomly occurring events making your story unique, and each session different from the last. Peel back the layers of diverse plotlines and discover an immensely deep fairytale world. - TMO - Tiny Multiplayer Online
Other players are few, but your paths will cross - it’s up to you to choose to travel together or go it alone. Find vehicles to reach far flung places or just amble through woods together. The absence of guilds and social structures makes your temporary fellowships unique and memorable. - A beautiful world of uncertainty
An intricate and unique world that draws inspiration from old-world fairytales, Eastern mythologies and early industrial eras. Tons of intricate events chains that unlock items, characters, deep world secrets, and hidden gameplay features and tricks. - Communicate using symbols
Learn to use a unique set of symbols to communicate with other players. Unlock new symbols as you encounter new features and places (e.g. you’ll gain the symbol for “city” only after you’ve visited a city). The limitation in communication lays the foundation for a rich and friendly multiplayer experience. - Innovative RPG systems
Define your character by unlocking and mastering 300+ abilities, magical skills and passive feats that will have a huge impact on your character and open up different experiences of the game. Gain experience in numerous ways: by exploring, being courteous, gathering and trading. Battles can be rewarding, but you will learn more in defeat than in victory. - The world is a hand painted diorama
Experience a unique game view perspective ‘painted’ in a richly detailed artstyle. Click to walk like old school RPGs but in scenes with 3-dimensional depth. - Commiting to the world - together
Might and Delight studio is fully committed to making this online world grow and live for a long long time - together with you. Much like a dungeon master we will hint about new mysterious scenarios, but it will be up to you, the players, to let us know what we should explore next. Additionally, we’ll add new levels, constantly making the vast world even bigger, adding new playable characters and of course thousands of storylines and events. Stories will change and evolve and eras of new narratives will follow.
MINIMAL SETUP
- OS: Ubuntu 12.04
- Processor: Intel Core 2 Duo 2.4 GHz. AMD Athlon X2 2.8 GHz or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA Geforce GTX 660. ATI Radeon HD 2xxxNetwork: Broadband Internet connection
- Storage: 2 GB available space
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