GlassJaw
Hero
I'm a variant ruleset addict. I love combining things, chopping them up, putting them back together, and then disecting them again just for fun.
I did such things when putting together my Grim Tales variant ruleset (see sig). Originally, I was slapping rules down and creating crazy mechanics left and right. I had the How answered (or so I thought). What I didn't have was the Why.
I've been checking out a lot of variant wound and hp systems, armor as DR, and VP/WP, etc threads in here and in the OGL board and I've noticed a trend in many of them. Most people have the How but they don't have the Why.
So that's the test. If you are designing something and you can answer Why, then you're good to go. Let me explain.
The Why is why are you doing what you are doing? Why are you altering the system. Why are you changing the rules.
During the process of putting together my variant ruleset, I was fortunate enough to be able to discuss some things with the Grim Tales man himself, Wulf/Ben. I threw a lot of mechanics at him and, in his kind and gentle way, told me what was crap. Actually, I think the exact term he used was turd. But I digress.
After he broke me down (and broke me down some more), he began to ask me Why. Why was I doing what I was doing. I had to step away from the mechanics themselves and describe what I wanted the mechanics to do and what feel I wanted them to capture in actual gameplay. Once I started to clarify and define my Whys, the Hows fall into place much easier.
A game's mechanics are merely a means to resolve actions. How the mechanics accomplish that sets the mood and style and feel of the gameplay. A game with a bunch of mechanics but no Why wouldn't be much fun IMO.
So that's the test. Ask yourself Why. Can you describe the style of play you want without resorting to mechanical descriptions? If you can, then I'll listen to your Hows.
I did such things when putting together my Grim Tales variant ruleset (see sig). Originally, I was slapping rules down and creating crazy mechanics left and right. I had the How answered (or so I thought). What I didn't have was the Why.
I've been checking out a lot of variant wound and hp systems, armor as DR, and VP/WP, etc threads in here and in the OGL board and I've noticed a trend in many of them. Most people have the How but they don't have the Why.
So that's the test. If you are designing something and you can answer Why, then you're good to go. Let me explain.
The Why is why are you doing what you are doing? Why are you altering the system. Why are you changing the rules.
During the process of putting together my variant ruleset, I was fortunate enough to be able to discuss some things with the Grim Tales man himself, Wulf/Ben. I threw a lot of mechanics at him and, in his kind and gentle way, told me what was crap. Actually, I think the exact term he used was turd. But I digress.
After he broke me down (and broke me down some more), he began to ask me Why. Why was I doing what I was doing. I had to step away from the mechanics themselves and describe what I wanted the mechanics to do and what feel I wanted them to capture in actual gameplay. Once I started to clarify and define my Whys, the Hows fall into place much easier.
A game's mechanics are merely a means to resolve actions. How the mechanics accomplish that sets the mood and style and feel of the gameplay. A game with a bunch of mechanics but no Why wouldn't be much fun IMO.
So that's the test. Ask yourself Why. Can you describe the style of play you want without resorting to mechanical descriptions? If you can, then I'll listen to your Hows.
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