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<blockquote data-quote="C4" data-source="post: 6965792" data-attributes="member: 93857"><p>No kidding! I've been working on my Points of Light game for almost three years now, and it is <em>so much work!</em> I've gone through varying phases of attention and energy. Currently I am feverishly scrabbling to get it playable -- not four-tiers complete, but <em>playable</em> -- by the new year so I can start playtesting. I feel possessed by some demon, frankly, and I think I'm going to be pretty frelling burned out by New Year's. But it'll be worth it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I've made some innovations here and there, and taken a couple of big risks. I came up with the idea condition tracks -- independently of another 4e fan who came up with the same thing, it seems! -- which have allowed me to really define the controller role, and retool minion/elite/etc. monsters. Are condition tracks a case of great minds thinking alike, or much mold growing on the same stale toast? Can't wait to find out!</p><p></p><p>I've written enough low-level powers to create a variety of stock character concepts -- the equivalent of a few 1st level at-will/encounter/daily powers for each class in 4e -- and then said "After 5th level, your character has learned everything he/she can from his/her apprenticeship and is coming into his/her own. Here are some guidelines for you and your GM to come up with his/her own unique signature powers..." Did I do this because gamers writing their own material is more fun than everyone using one writer's ideas, or because writing a lot of powers is hard work for a single writer? Yes. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>And lastly, I've created a new default setting, where the theme matches the new ruleset. Mortalkind has just escaped from the thrall of various Tyrants -- dragons, giants, puissants, and other monsters -- and is facing a new and uncertain future of both danger and promise. Still very much a D&D sort of place, but hopefully with a memorable twist.</p></blockquote><p></p>
[QUOTE="C4, post: 6965792, member: 93857"] No kidding! I've been working on my Points of Light game for almost three years now, and it is [I]so much work![/I] I've gone through varying phases of attention and energy. Currently I am feverishly scrabbling to get it playable -- not four-tiers complete, but [I]playable[/I] -- by the new year so I can start playtesting. I feel possessed by some demon, frankly, and I think I'm going to be pretty frelling burned out by New Year's. But it'll be worth it. :) I've made some innovations here and there, and taken a couple of big risks. I came up with the idea condition tracks -- independently of another 4e fan who came up with the same thing, it seems! -- which have allowed me to really define the controller role, and retool minion/elite/etc. monsters. Are condition tracks a case of great minds thinking alike, or much mold growing on the same stale toast? Can't wait to find out! I've written enough low-level powers to create a variety of stock character concepts -- the equivalent of a few 1st level at-will/encounter/daily powers for each class in 4e -- and then said "After 5th level, your character has learned everything he/she can from his/her apprenticeship and is coming into his/her own. Here are some guidelines for you and your GM to come up with his/her own unique signature powers..." Did I do this because gamers writing their own material is more fun than everyone using one writer's ideas, or because writing a lot of powers is hard work for a single writer? Yes. ;) And lastly, I've created a new default setting, where the theme matches the new ruleset. Mortalkind has just escaped from the thrall of various Tyrants -- dragons, giants, puissants, and other monsters -- and is facing a new and uncertain future of both danger and promise. Still very much a D&D sort of place, but hopefully with a memorable twist. [/QUOTE]
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