GMMichael
Guide of Modos
No role-playing game is perfect, unless you write one for yourself or you mod your favorite RPG to your heart's content. I'd like to see what ENWorlders like to change about their RPGs, since not all changes are equal:
Rules - the mechanisms that make the game go. These are the foundations of RPGs (with the social contract being the soil beneath). Example: your character is fully healed after a long rest.
Lists - the game features that rely on the rules. It's often easier to tinker with lists than rules, since the effects of a change are limited to that list. Examples: monsters, equipment, character classes (that don't introduce class-specific rules).
Adventures - what your group does with the rules and lists. Sometimes these come with the game, sometimes they're sold separately. Tinkering with these means writing your own or modifying pre-made adventures.
Rules - the mechanisms that make the game go. These are the foundations of RPGs (with the social contract being the soil beneath). Example: your character is fully healed after a long rest.
Lists - the game features that rely on the rules. It's often easier to tinker with lists than rules, since the effects of a change are limited to that list. Examples: monsters, equipment, character classes (that don't introduce class-specific rules).
Adventures - what your group does with the rules and lists. Sometimes these come with the game, sometimes they're sold separately. Tinkering with these means writing your own or modifying pre-made adventures.
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