Cross-Flux - Diary #0: Evolving Characters in Skirmish-Level Quests, Clashes, and Conquests

This is the beginning of the Design Diary following my progress on the Project Cross-Flux boardgame.

M.U.G.E.N. (thefranchise03) & Suikoden II (YouTube)

Working Title:

The Change

What I Want in One Sentence: 

A platform for skirmish-level quests, clashes, and conquests across settings by teams of evolving characters.

Goals for Player Experience:

A thematic setting allowing for the inclusion of almost any thematic setting. A wide range of playable characters with significant difference between them. Extremely high replayability, with characters and a map that grow differently every game. Journey across world map and unique locations. A competitive, multiplayer recreation of 90s RPG questing.

Goals for Gameplay Design:

A highly modular boardgame environment/system capable of a variety of gameplay modes. A common map space with a fairly granular variety of terrain, but also several different unique locales. Normal and Advanced versions of most gameplay modes, with more intricate resource management, etc. Wide variety in theme and choices without too much mechanical randomness, interesting development of characters through classes. 

Thematic Inspirations:

Rifts P&P RPG, several 90s RPG videogames, the BattleCON cardgamesMage Knight and dungeon crawling boardgames.

Check the collection of reference images for Project Cross-Flux to see some of the material from which I'm drawing.