Note that clarifications to this ideas in this thread and its comments are posted in a new thread,
http://www.enworld.org/forum/showth...ge-Science-Fiction-Fantasy-RPG-clarifications
Please, make further comments there.
Hi.
I am working on Busting Rocks. It is a game set in the neolithic times, with concommittant restrictions on technology and knowledge. Before I proceed further with it, I'd like to get some feedback on my site's structure and content. The rules I will post as blog entries which can receive comments. Hopefully, this will be a collaborative project, but for now, it's just me and one other gamer.
Also, I like to gather some basic ideas from the community here. I'm trying to keep the system as simple as possible. I can think of several ideas to codify (e.g. experience, attacking, and defending). What do you think are the core elements to flesh out? How should I prioritize them. Also, which do you prefer, tables or formulas?
--hej
Busting RocksThis game reflects archeological and linguistic evidence about the Stone Age at a particular time and location. Truth is elusive. Knowledge is sparse. Magic is, as now, about deception. Characters can not write. Nor can they count. Religion does not exist. Neither does morality. Conscience does, though, and can assist or impede characters' acting in their best interests.
http://www.enworld.org/forum/showth...ge-Science-Fiction-Fantasy-RPG-clarifications
Please, make further comments there.
Hi.
I am working on Busting Rocks. It is a game set in the neolithic times, with concommittant restrictions on technology and knowledge. Before I proceed further with it, I'd like to get some feedback on my site's structure and content. The rules I will post as blog entries which can receive comments. Hopefully, this will be a collaborative project, but for now, it's just me and one other gamer.
Also, I like to gather some basic ideas from the community here. I'm trying to keep the system as simple as possible. I can think of several ideas to codify (e.g. experience, attacking, and defending). What do you think are the core elements to flesh out? How should I prioritize them. Also, which do you prefer, tables or formulas?
--hej
Busting RocksThis game reflects archeological and linguistic evidence about the Stone Age at a particular time and location. Truth is elusive. Knowledge is sparse. Magic is, as now, about deception. Characters can not write. Nor can they count. Religion does not exist. Neither does morality. Conscience does, though, and can assist or impede characters' acting in their best interests.
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