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Messages 40655 - 40684 of 43322   Oldest  |  < Older  |  Newer >  |  Newest
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40655
... Interesting. I do like the scenario summary stuff at the front. It would make a good guide for coming up with horror scenarios even for other RPGs, since...
fsronce
ubasti-dread
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Jun 1, 2006
7:25 am
40656
... I've thought of merging speed and reach into one stat, but it always felt futile; at first glance, reach and speed seem like opposites, so making them...
David Harper
dharper01
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Jun 1, 2006
2:45 pm
40657
... _always_ be deadly... sometimes they should be able to accomplish a task (like get away from the werewolf) that will help the real PCs later... if they...
Jim Raggi
jim_lotfp
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Jun 1, 2006
5:16 pm
40658
... An old Dragon magazine had something basically like this for AD&D, which the author called "attack priority". Each weapon had two APs: one for "closing"...
Travis Casey
efindel
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Jun 1, 2006
10:53 pm
40659
... Except that this is simply wrong. A longsword *does* have greater "killing power" than a dagger. Try this thought experiment: give one man a longsword...
Travis Casey
efindel
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Jun 1, 2006
11:12 pm
40660
... A big problem for me is that you can get from zero to maximum in a skill in one go. E.g., Mango the Magician has never held a sword (or any other weapon)...
"Klaus Æ. Mogens...
klaudius2
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Jun 5, 2006
11:07 am
40661
... In part. Also because it gives so many more viable options for attacking. Consider, if you're standing sideways to your opponent, you can really only...
Keith Davies
jdk_kjdavies
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Jun 7, 2006
3:09 am
40662
... Bear in mind that if you *want*, you can hit +10 total at first level without too much difficulty -- with Craft skills, that means you can Take 10 to make...
Keith Davies
jdk_kjdavies
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Jun 7, 2006
3:51 am
40663
... I'd agree with most of this--especially in the area of attacking. Some of it doesn't jive with my experience though. Frex, I'm not sure what you mean by...
JAPartridge
talus_perdix
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Jun 7, 2006
4:09 am
40664
... 'blindside' is probably a poorly-chosen word. Of course you'd be facing your opponent -- but your back is relatively easy for him to reach (compared to...
Keith Davies
jdk_kjdavies
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Jun 7, 2006
5:01 am
40665
... practice! ~Talus [Non-text portions of this message have been removed]...
JAPartridge
talus_perdix
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Jun 7, 2006
10:12 pm
40666
... That's what I thought. You can practice taking stance almost anywhere, but most places are static -- flat, unmoving, and easy to find a place where...
Keith Davies
jdk_kjdavies
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Jun 8, 2006
12:34 am
40667
My own feeling in regard to the design of a combat system for RPGs, after many years of trying this-n-that, and various levels of detail, is this: keep it...
vbwyrde
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Jun 9, 2006
2:13 am
40668
... (snip) system that is smooth and easy to use. In my own system I've ... Perhaps you can your system with us. It might illuminate or inspire. ~Talus ...
JAPartridge
talus_perdix
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Jun 9, 2006
2:29 am
40669
... inspire. ... Hi Talus, I appreciate your interest and am working on getting the Elthos ODS rules into a publishable form soon. I've conducted some...
vbwyrde
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Jun 11, 2006
10:57 pm
40670
my game design has taken a turn away from hit points and toward tables. I had the idea that in addition to having different effect tables for different kinds...
Jim
djymm
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Jun 13, 2006
12:04 am
40671
Nice idea. Here's some that come to mind: Grim & Gorey (Grendel vs Beowulf) Sudden & Savage (Indians in their element (Fenmore Cooper)) Slow & Horrible...
vbwyrde
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Jun 13, 2006
5:02 am
40672
Hi all, I'm working on a lightweight version of my more extensive system. It uses only the basic elements of the larger system and reduces all numbers and...
vbwyrde
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Jun 20, 2006
3:37 pm
40673
"The question is: what do you prefer, a lightweight easy to run system that lends itself toward story, or a cool and complex system that lends itself toward...
Chad Wilson
caeman
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Jun 20, 2006
3:45 pm
40674
... From: vbwyrde To: rpg-create@yahoogroups.com ... As a gamist myself, I take this opportunity to warn would-be designers against extreme simplification....
Luc Hernandez
octotrigram
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Jun 20, 2006
5:09 pm
40675
From: vbwyrde ... What you have just done is functionally asked the question: "Which is better, chocolate or vanilla ice cream?" Here's what the rules should...
Rev. Raven Daegmorgan
greyorm
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Jun 20, 2006
8:50 pm
40676
Well that's a good point too, but I tend to think that there may be a prevailing feeling about it, and I'm trying to get a bead on whether or not there might...
vbwyrde
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Jun 21, 2006
1:36 am
40677
... Both. For some settings/styles, a lightweight system is best, for others a "crunchy" one. I wouldn't want to do WW2 with a lightweight system, nor would...
Torben AEgidius Mogen...
torbenm1
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Jun 21, 2006
8:49 am
40678
Thanks Torben, You make some really good points, thanks. Sounds almost like a sliding scale of rules might be in order. I am close to that as it is, so maybe...
vbwyrde
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Jun 23, 2006
1:33 am
40679
I like a system that does not get in the way of the story or the role playing. Shane www.geocities.com/genejokefilms <http://www.geocities.com/genejokefilms> ...
Shane
kettilmodison
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Jun 23, 2006
3:47 am
40680
Hello friends, Fellow rpg designer, illustrator, and writer Andy Hopp here (Low Life <http://www.muthaoith.com/> , The Wanderers Guild ...
Andy Hopp
andyhopp
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Jun 23, 2006
3:53 am
40681
Hi Andy, I'd be interested. How do we find out more about the opportunity regarding the seminar? - Mark ... Life ... personally at...
vbwyrde
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Jun 23, 2006
11:42 am
40682
... Indeed. I find that, paradoxically, some of the systems that want to shift the focus towards storytelling and roleplaying get in the way of these by...
Torben AEgidius Mogen...
torbenm1
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Jun 23, 2006
1:49 pm
40683
A system can be "lightweight" or "simple" and still get in the way of telling a story. GMs and Players need some standards to judge actions and I have seen ...
Chad Wilson
caeman
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Jun 23, 2006
2:04 pm
40684
From: vbwyrde ... There certainly is! Check out a number of the more focused games discussed/developed at the Forge ( http://www.indie-rpgs.com ) that are...
Rev. Raven Daegmorgan
greyorm
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Jun 23, 2006
2:35 pm
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