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3d10 A new game
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<blockquote data-quote="Nakander" data-source="post: 8458323" data-attributes="member: 7033133"><p>Alright, so I have a bit more time to write now so I thought I would give a little bit of insight into my own back ground as well as some of the issues that I've been seeing in my tabletop groups that inspired me to make a new game. The reason for this is to ascertain if there are any like-minded people out there that might be seeing some of what I've seen (which would be encouraging). </p><p></p><p>The main issue we kept running into was with new players and girlfriends. The same people that get starry eyed and giddy with board games like Betrayal At House On The Hill or Mysterium but are completely disinterested or bored with D&D or GURPS. What was so different? </p><p></p><p>I know part of the problem was with my other DMs. One in particular is pretty old school and refused to entertain the idea that essentially having no rules and allowing people to just make up whatever they want and have the DM improvise for it is very vexing for new players that like a lot more structure. And to be clear, I do like games and campaigns where anything goes and you make your own story, but I also understand that not everyone has the ability, experience, and wit to speak and act and make a game with no boundaries exciting. I know I'm not a great speaker myself, nor am I witty, preferring to have time to contemplate my words. </p><p></p><p>So what did I do differently with 3d10? Even as I write this I find I just can't summarize this thing all at once. It's so friggin' huge. But let me try and give a few details: </p><p></p><p>Firstly, I wrote a campaign that proceeds a lot more like a novel. I used my limited ability as an author to create a more linear story that people can understand. Second, I implemented a lot of aspects you might find in board games into the gameplay of 3d10. There are a lot of extra illustrations and visual aids for the puzzles and such. Finally, I emphasized a few things that I know RPG-illiterates would be interested in like a lot of rolling, clear choices for which path might be taken, and a solid progression system that allows players to really understand what their character is capable of and more importantly, what specific roles that they play within their group to help them feel more important.</p><p></p><p>That's all for now. I might try and post the character sheet or some of the art work soon. Not sure if I can, but I'll look into it. My artist/graphic designer/brains of the operation is sick in bed right now so I can't make many promises yet.</p><p></p><p>(Don't worry. If people aren't really interested and I'm really just talking to myself I'll go away.)</p></blockquote><p></p>
[QUOTE="Nakander, post: 8458323, member: 7033133"] Alright, so I have a bit more time to write now so I thought I would give a little bit of insight into my own back ground as well as some of the issues that I've been seeing in my tabletop groups that inspired me to make a new game. The reason for this is to ascertain if there are any like-minded people out there that might be seeing some of what I've seen (which would be encouraging). The main issue we kept running into was with new players and girlfriends. The same people that get starry eyed and giddy with board games like Betrayal At House On The Hill or Mysterium but are completely disinterested or bored with D&D or GURPS. What was so different? I know part of the problem was with my other DMs. One in particular is pretty old school and refused to entertain the idea that essentially having no rules and allowing people to just make up whatever they want and have the DM improvise for it is very vexing for new players that like a lot more structure. And to be clear, I do like games and campaigns where anything goes and you make your own story, but I also understand that not everyone has the ability, experience, and wit to speak and act and make a game with no boundaries exciting. I know I'm not a great speaker myself, nor am I witty, preferring to have time to contemplate my words. So what did I do differently with 3d10? Even as I write this I find I just can't summarize this thing all at once. It's so friggin' huge. But let me try and give a few details: Firstly, I wrote a campaign that proceeds a lot more like a novel. I used my limited ability as an author to create a more linear story that people can understand. Second, I implemented a lot of aspects you might find in board games into the gameplay of 3d10. There are a lot of extra illustrations and visual aids for the puzzles and such. Finally, I emphasized a few things that I know RPG-illiterates would be interested in like a lot of rolling, clear choices for which path might be taken, and a solid progression system that allows players to really understand what their character is capable of and more importantly, what specific roles that they play within their group to help them feel more important. That's all for now. I might try and post the character sheet or some of the art work soon. Not sure if I can, but I'll look into it. My artist/graphic designer/brains of the operation is sick in bed right now so I can't make many promises yet. (Don't worry. If people aren't really interested and I'm really just talking to myself I'll go away.) [/QUOTE]
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