... Not unlike the 0-day releases of software cracks. ... From my own observations in life, I have to say the same thing. In my group, we didn't have someone...
... If anyone can suggest some ... It seems the old Convention-style, +/- 3hour modules are best for current gaming needs. I know of lots of people getting...
... Personally, I just don't like playing someone else's game. Granted, I could bash together my own online game...but TTRPGs are somewhat easier for a bloke...
... on a ... schedule. ... once ... exist. ... the ... real ... old ... friends are ... interesting as ... far as I'm ... they can ... computer ... And there...
... F2F interactions do certainly seem to be on the decline in many areas. For common transactions, I myself even prefer interacting with a computer to poorly...
You make some great points here. Thanks. "These aspects are all very attractive to modern players, and to non- gamers who might otherwise be interested in the...
... Having just watched 4 middleschoolers pick up the DnD basic box set for the first time, two of whom had only ever played the game once and 2 of whom had ...
Hello, all I thought it might be interesting to compile a list of common mistakes in RPG design - something that could turn into a general resource or ...
Hallo, ... I take it you've picked up a copy of the game. Were you able to follow the chargen rules easily? I ask because I had to rewrite the entire chargen ...
... Yes, I did pick up a copy of the game. The local gameshop had a marked-down package of most of the books (not including the Lejendary Master's Guide,...
... It certainly helped, but here were a lot of details that took time, like some Abilities influencing other Abilities or even the Base Ratings, which again...
Hallo, ... Ah, well, the work load I couldn't do anything about--it all had to be there. The explanation of the process was the best I could do to walk people...
Hi Klaus, I would add to this a sub heading under "Do the math" - "Check Game Balance". This is something that I think is difficult to do in so far as one...
... Don't forget the Page XX. :) However, writing entertaining rules that are succinct is a black art. It also depends on writing style. I know that I lean ...
For my current system, Triumph because I come up with plan names, I was thinking about going with a progression system that depends on characters failing to ...
... It sounds very interesting. I like the idea of learning from failures, partly because I have experience there, but let's not go there right now :-). Of...
... I once had a system where success gave you many points and failure gave you few, so inverting things might make an interesting alternative. This was on a...
... I was thinking ... failing to ... In similar vein: My RPG engine has Dramatic Hooks (which are similar to Keys from The Shadows of Yesterday and Spiritual...
... particular ... Related to this: Not actually writing examples. Classic failure for a lot of RPGs. A good ratio seems to be about half as many words for ...
... I haven't received your notes, so I can't say. Try sending directly them to me rather than through yahoogroups; I'm not sure it forwards attachments. I...
... I have thought of something similar, but I would award improvements with every partial success or near success the character makes in a dramatic situation....
... I don't consider having distinct point pools for different stuff a mistake (I rather like that); the mistake is when this distinction is dropped during...
This is a wonderful idea, I only have one issue with it - the metarule that prevents farming. IMO, it is better to present advantages and disadvantages to...
... Almost. They'd then need to add a .5 bonus at levels divisible by 4, and fiddle with the feats that have odd-valued prereqs. The latter is likely just an...
... It's to give odd-numbered stat values meaning. You also would need to adjust drains, buffs, etc, which are scaled to the stat system. Poisons and other...
... I don't see this as a mistake at all. This is purely a design consideration depending on the flavor and power level you want in your game. After all, if...
The point isn't that point-based character generation is BAD, or that quadratic progressions during advancement are BAD, isn't that having the two (generation...