Making an RPG. Any Advice?

josha

First Post
After seeing THIS GAME and reading THIS THREAD, I decided I wanted to make my own streamlined hack of the D20 System. I have set aside some time in the summer, recruited a friend to do artwork, and registered a domain name for the game's website. I just don't know where to begin or what the game's overall goal should be.
  • I want to make the game retro, but how retro should I go? I don't want the game to be a clone of AD&D, but I want to recapture the "low-powered heroic romp" feel.
  • How close should I go to the D&D concept? I the game to have a heroic fantasy theme, but should I have the exact same concept as D&D?
  • How should I advertise the game? I'll give away the game for free, and I'm wondering how I could advertise it in a way that can compete with D&D.
  • How should I handle combat? I want combat to be less tactical than 4.0e, less tedious than 3.Xe, and still not mindless. How could I pull this off?
  • How rules-heavy should I go? I want the game to be less crunchy than 3.Xe and 4.0e, but I don't think I want it to be "rules-light" either. How should I handle this?
 

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If you really have no idea how to pull any of this off... my first suggestion would be to go do some websearches on other d20 hacks already in existence. Many of them do exactly what you are referring to. Once you see what is already out there, maybe you'll have a better idea of what you want to do.
 


Why?

Answer that, and the rest will follow.

I guess I'm upset that no edition of D&D or D20 hack does what I want. I think Basic Fantasy comes the closest, but its still very far off.

I want something very fast, story-focused, and intuitive that focuses on exploration and role-playing. I want combat to be quick and gritty, character creation to be minimal, and the rules system to be smooth and balanced. Characters should start out very simple and similar to each-other, but gain complexity and originality as they advance.

I think one of the main weaknesses of D&D 4e is trying to make characters complex and distinct right from the start.
 

I guess I'm upset that no edition of D&D or D20 hack does what I want. I think Basic Fantasy comes the closest, but its still very far off.

I want something very fast, story-focused, and intuitive that focuses on exploration and role-playing. I want combat to be quick and gritty, character creation to be minimal, and the rules system to be smooth and balanced. Characters should start out very simple and similar to each-other, but gain complexity and originality as they advance.

I think one of the main weaknesses of D&D 4e is trying to make characters complex and distinct right from the start.

Ok, so let's look at those parameters.

I want to make the game retro, but how retro should I go? I don't want the game to be a clone of AD&D, but I want to recapture the "low-powered heroic romp" feel.

I don't think there is such a thing as "too retro" if that's what you want. Are there specific aesthetics you find attractive? Do you like charts? Black-and-white line art? Hirelings? Traps?

How close should I go to the D&D concept? I the game to have a heroic fantasy theme, but should I have the exact same concept as D&D?

D&D is already D&D. Even if you make a better game, you'll never make something more D&D than D&D is already. That said, focus on the experience you want. It's pretty much a given that other people will use a game for things for which it was not intended, which is fine. But for you, the game should be focused on concepts you find appealing. Your engangement of those themes is what will make the game interesting, or not.

How should I advertise the game? I'll give away the game for free, and I'm wondering how I could advertise it in a way that can compete with D&D.

There's no one answer. If you want to crack open the market, giving away free, no-art copies electronically and charging for full color PDFs and print copies has done pretty well for a lot of people.

Another answer might be, develop a concept so compelling you can market it to an existing publisher who already has good market penetration and currently has no D&D clone of their own on the market.

Another might be, "You can't. Find your own audience."

How should I handle combat? I want combat to be less tactical than 4.0e, less tedious than 3.Xe, and still not mindless. How could I pull this off?
How rules-heavy should I go? I want the game to be less crunchy than 3.Xe and 4.0e, but I don't think I want it to be "rules-light" either. How should I handle this?

You could get copies of Warhammer Fantasy Role-Playing Second Edition, GURPS 4e, and Hero System (4th, 5th, or 6th edition, your choice), True20, and Big Eyes Small Mouth d20 (available as the Anime d20 SRD as well). Each of these games takes a different approach to flowing combat. All work really, really well without being bogged down in details.

"Less crunchy than 3e" probably means eliminating as many special cases as you can. Every rule you can identify as something you don't like, consider whether you can live without it entirely. Basic D&D has a combat section eight pages long; in Pathfinder, the equivalent section is 24 pages. Every one of those sixteen pages represents a group of cases that are addressed or not addressed in each game. "Like Basic D&D, but with more fighter options and rules for disarming and grappling" would be a good starting place. If you find yourself inventing a lot of new words, you've probably gone too far.

Also, identify what you would consider "boggind down." 3e tends to slow down because of special AoOs (the basic ones are simple and have really been in D&D since the beginning), spell buffs and situational effects, and multiple calculations that have to be done per attack. As far as being less tactical than 4e, the easiest thing to do is to write combat in English, rather than in mapspeak or specialized vocabulary.

Does any of that help?
 


This might be a bit esoteric, but I want to make a comment about "retro" design. Retro design lies exists on a continuum between imitation and revival. The basic problem of retro design is that you are imitating something that was, at one time, original. Even if your imitation is a perfect pastiche of the inspirational material, the result imitates the results, not the process.

On the other hand, if you go back to the basics and try to create something as the original material was created, you might create something rather different in form and style than the inspirational material.

Example: Star Wars was inspired by the Flash Gordon serials, among other things. But Star Wars is not simply an homage to old space opera and adventure romance. It was created in their spirit, but blends in Eastern-influenced mysticism, political satire, science-fictional elements, WWII and Korean War era war romances, and Wagnerian mythmaking. It's something space opera-like, but it is... Star Wars.
 

Why the OGL? As far as I know, there isn't a Copyleft D&D Clone. Making a game outside of the OGL (using a creative commons share-alike/attribution license) would give you a unique marketing profile. Wizards did quite well out of playing on what people hoped Open Gaming would be - if you actually delivered on that promise, there could be quite a lot of interest.

If that's the line you'd like to pursue, I'd suggest carving the project up into a mechanical core (resolution system & definitions), class-and-level mechanics, and a sample setting. This makes it easy for other developers to expand your project into other genres or game types.
 
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Why the OGL? As far as I know, there isn't a Copyleft D&D Clone. Making a game outside of the OGL (using a creative commons share-alike/attribution license) would give you a unique marketing profile. Wizards did quite well out of playing on what people hoped Open Gaming would be - if you actually delivered on that promise, there could be quite a lot of interest.

I actually had that thought a while back. I eventually decided that, first of all, I didn't have the passion to create a D&D clone, and second, when you are working in that creative space, you don't have as much room for creativity in your approach (although there is still plenty of room for innovation in the areas that don't have to directly interface with the origional mechanics).
 

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