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  1. Challenger RPG

    Game Design 110: Combat

    @Dethklok : I'm personally in favor of difficulty to hit. I've run into far too many problems and abstractions with rules on armor that reduce damage to the character too much. Basically, if the range of damage becomes too variable, and armor can be upgraded substantially; you end up with...
  2. Challenger RPG

    Game Design 110: Combat

    When you’re designing a game, you’re mostly dealing with rules. Combat is one of the most rules-heavy elements of any game system. I always like to say that this is because it’s one of the most highly contested aspects of the game. While some players might be okay with the GM making up some NPC...
  3. Challenger RPG

    Game Design 109: The Importance of Items

    How important are items to your game system? Are they irrelevant? Of the utmost importance? Of little use? A secondary concern? A crucial part of your game design? The answers to these questions can have a major impact on your game. Most players will consider equipment of great importance to...
  4. Challenger RPG

    Game Design 108: Realism vs. Fun

    There are two main approaches to RPG design. One is to aim for a game which is fun, and the other is to aim for a game which is realistic. Neither approach is wrong, but both can be taken too far. It’s something good to consider as a game designer because if your game is too realistic it might...
  5. Challenger RPG

    Game Design 107: Formatting

    I like to say, “There are no bad ideas, only good ideas explained poorly.” In my experience, absolutely everybody has really awesome ideas for writing a book or coming up with their own cool game design. Often, there isn’t anything wrong with the cool ideas unless it’s that they haven’t been...
  6. Challenger RPG

    Game Design 105: Balance

    @Evenglare : Thank you! @howandwhy99 : I agree. I really liked that 'difference' of character types, too. It's a challenge to make it all work. @Fetfreak : The playstyle and theme are a great starting point. Creatively, thinking outside of the box is one of the best things you can do at...
  7. Challenger RPG

    Game Design 106: Overpowered Abilities

    If you design a lot of games, you probably have a lot of experience both playing and GMing RPGs. In all likelihood, you have so much experience that you make a lot of judgements about various game systems pretty quickly. You know what you like, what you don’t like, what you’d change, and what...
  8. Challenger RPG

    Game Design 105: Balance

    Balance is one of those loaded words you get when talking about game design. Most people think it’s good, some people think it’s bad, and nearly everyone has a different idea of what exactly it means. While everyone’s opinion of what game balance actually ‘is’ may vary, nearly everyone can agree...
  9. Challenger RPG

    Game Design 104: Ability Scores

    Most game designs will have ability scores in some form. They could be called: attributes, base skills, talents, or something even stranger. Some game designs don’t have any form of ability scores whatsoever. I commend whoever is writing such game designs. However, it is good to be warned that...
  10. Challenger RPG

    Game Design 103: Holes in the Rules

    There are two basic ways to go about designing a game: try to complete everything in the game from the get-go, or sketch out a rough set of rules and fill in the rest later. Neither way is really wrong, but each results in different challenges. When you plan everything out initially, it...
  11. Challenger RPG

    Game Design 102: Mechanics

    The process of designing games is often a thrilling endeavor. You get to create: monsters, maps, worlds, classes, races, and practically anything else you can imagine. Often, this is the ‘fun’ stuff. The real work is usually getting it all to work out how you imagined. Nine times out of ten...
  12. Challenger RPG

    Game Design 101: The Spark of Creativity

    That's fantastic. I actually designed an RPG with the same idea in mind, but it eventually ended up with levels in it because of player request. I'd love to hear how the play-testing comes out for your new game. It sounds very cool and mirrors something which I've always thought would be a...
  13. Challenger RPG

    Game Design 101: The Spark of Creativity

    I like to design RPGs. One of the best things about designing RPGs—opposed to other games—is the spark of creativity that the players lend to the game itself. In most games, the fun is limited to what is covered in the scope of the rules. If the fun isn’t on the card, on the board, or on the...
  14. Challenger RPG

    Minecraft vs. RPGs

    @Nytmare : Quite well said, thank you. I just hope I can one day upgrade from humor-esque to normal humor. @Evenglare : Sadly, yes. I thought it would immediately be taken as a joke, but it appears most people thought I was serious. I'd like to refer everyone to paragraph one: "In any debate...
  15. Challenger RPG

    Minecraft vs. RPGs

    So which is better: Minecraft or RPGs? I think it’s high time we took a look at both of them in the ring. Minecraft obviously has the weight of innovation, designers who are still alive, technology, and a huge user base behind it. RPGs have 40+ years of establishment, more versatility, the...
  16. Challenger RPG

    Micro and Macro Problems in RPGs

    To design a good RPG adventure often requires creative thinking. Thinking outside of the box and beyond what you would normally. This is one of the most exciting, entertaining, and rewarding parts of being a GM. If you pull it off correctly, the looks of awe on the players’ faces make this kind...
  17. Challenger RPG

    Common RPG Stereotypes

    Thanks for all the great comments, everyone. I'm sorry to disappoint all those looking for a serious article with highly useful information. I 'do' tend to write a lot of humor, and I know it's not to everyone's tastes. Also, I've been very busy with work lately and I haven't had as much time as...
  18. Challenger RPG

    44 Unconventional Uses for Fireballs

    @amerigoV : Ha ha ha, nice. :) @RUMBLETiGER : :D @Gorgoroth : Yes, I think I saw that same documentary. BBC, was it? I think the dwarf employment would work well with some Halflings employed to make the rope platforms to suspend them over the pile to collect it. Apologies for not replying...
  19. Challenger RPG

    Common RPG Stereotypes

    There are many pre-existing stereotypes in the average RPG game. Knowing them can aid in your understanding of the game, and also allow you to play against type. Some of the more common stereotypes are found below: 1. Bars: It is generally assumed that all bars will be filled with drunk guys...
  20. Challenger RPG

    44 Unconventional Uses for Fireballs

    Part of being a great player is knowing how to effectively use the tools of your trade. Here, we will take a look at the fireball. A spell of much fame, but mostly of conventional use (i.e. blowing up bad guys). A creative player can certainly find many uses for such an open-ended spell, and...
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