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Damnation Decade: Designer Discussion Thread
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<blockquote data-quote="Rob Toth" data-source="post: 2963437" data-attributes="member: 42451"><p><strong>Bring in the Crunch</strong></p><p></p><p>Hey there...</p><p></p><p>Best Guesses: Sure, if you want to take a crack at figuring out who's who, go for it. But you're not going to get a perfect fit in every case. In some instances, I combined several historical figures into one (or made them up entirely). Probably the best example is Theramin Hunker, who has elements of Ayn Rand, Margaret Mead, Timothy Leary and various 70s self-help gurus; she's all of them but none of them in particular. And even some of the more "obvious" characters aren't exactly parallel to the real-world version. Fedo Malese is clearly modeled on Qadaffi but doesn't exactly fit his history or his abilities. So, I guess, the best approach is to say: <em>So-and-so is roughly equivalent to...</em></p><p></p><p>Crunch: I cover a lot of the rules stuff in <a href="http://greenronin.com/damnation_decade_devlog_entry.php?id=369_0_21_0" target="_blank">part three </a>of the designer journal. To boil it down, I didn't want to reinvent the wheel. I present a bunch of new feats, classes and bad guys, but the only huge change I made to the core rules was a new subsystem for psychic powers. The d20 Modern rules work fine, but they didn't have the right feel for the world. I wanted something a little more scary and random, where psychic powers can go spectacularly wrong and cause lots of damage. The other big addition was a subsystem for playing Omegaball.</p><p></p><p>The "keep it simple" philosophy came out of playtesting. The first draft of the game was filled with ambitious rules for social interaction and equipment malfunction (something like "Gamma World"), and in practice none of it worked. Heading back to the drawing board, I wanted to focus on simple stuff that would reinforce the tone of the setting. Feats that let you dazzle your opponents on the dance floor, for instance, or advanced classes that let you play smooth-talking heroes like Huggy Bear, Karl Kochak and McCloud.</p><p></p><p>Thanks as ever for writing!</p><p></p><p>Take care,</p><p>Rob</p></blockquote><p></p>
[QUOTE="Rob Toth, post: 2963437, member: 42451"] [b]Bring in the Crunch[/b] Hey there... Best Guesses: Sure, if you want to take a crack at figuring out who's who, go for it. But you're not going to get a perfect fit in every case. In some instances, I combined several historical figures into one (or made them up entirely). Probably the best example is Theramin Hunker, who has elements of Ayn Rand, Margaret Mead, Timothy Leary and various 70s self-help gurus; she's all of them but none of them in particular. And even some of the more "obvious" characters aren't exactly parallel to the real-world version. Fedo Malese is clearly modeled on Qadaffi but doesn't exactly fit his history or his abilities. So, I guess, the best approach is to say: [I]So-and-so is roughly equivalent to...[/I] Crunch: I cover a lot of the rules stuff in [URL=http://greenronin.com/damnation_decade_devlog_entry.php?id=369_0_21_0]part three [/URL]of the designer journal. To boil it down, I didn't want to reinvent the wheel. I present a bunch of new feats, classes and bad guys, but the only huge change I made to the core rules was a new subsystem for psychic powers. The d20 Modern rules work fine, but they didn't have the right feel for the world. I wanted something a little more scary and random, where psychic powers can go spectacularly wrong and cause lots of damage. The other big addition was a subsystem for playing Omegaball. The "keep it simple" philosophy came out of playtesting. The first draft of the game was filled with ambitious rules for social interaction and equipment malfunction (something like "Gamma World"), and in practice none of it worked. Heading back to the drawing board, I wanted to focus on simple stuff that would reinforce the tone of the setting. Feats that let you dazzle your opponents on the dance floor, for instance, or advanced classes that let you play smooth-talking heroes like Huggy Bear, Karl Kochak and McCloud. Thanks as ever for writing! Take care, Rob [/QUOTE]
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