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A Fantasy RPG: What's Required?
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<blockquote data-quote="steenan" data-source="post: 5225964" data-attributes="member: 23240"><p>1. You need a setting. As you want to fit the game in 24 pages, it's impossible to describe a world in detail. Focus on a few important ideas that you can fit in several paragraphs. Leave the rest to players' imagination. List movies and books that may be used as inspiration. </p><p>Without a detailed world the game cannot be played in a "sandboxy" way. Decide what is the focus and make it known to players. In 24 pages you may have a dungeon crawl, a wilderness exploration adventure, a story of cultural clash. You won't fit all three. Focus.</p><p></p><p>2. You need a resolution system. Make it simple. Build around your thematical focus and ignore the rest (or make it extremely simple). If your focus is combat, make a fun tactical system without any noncombat skills. If your focus is exploration, track rations, torches and tools, not HP - combat may be a single roll.</p><p></p><p>3. You need character creation. Five to eight numbers or abilities to choose, no more. Don't create a list of powers, feats or spells. If you create any list at all, make it no longer than 10 items, with one-line description each. Definitely no detailed weapons stats etc.</p><p></p><p>4. You need a way to create opposition. It may be monster stats, terrain traits, trap descriptions. It may be abstract, if your resolution system is abstract. Maybe a troll ambush and a falling boulder traps are both "rating: 4, traits: suprising, tough" challenges mechanically.</p><p></p><p>All other parts of a game are, IMO, optional.</p></blockquote><p></p>
[QUOTE="steenan, post: 5225964, member: 23240"] 1. You need a setting. As you want to fit the game in 24 pages, it's impossible to describe a world in detail. Focus on a few important ideas that you can fit in several paragraphs. Leave the rest to players' imagination. List movies and books that may be used as inspiration. Without a detailed world the game cannot be played in a "sandboxy" way. Decide what is the focus and make it known to players. In 24 pages you may have a dungeon crawl, a wilderness exploration adventure, a story of cultural clash. You won't fit all three. Focus. 2. You need a resolution system. Make it simple. Build around your thematical focus and ignore the rest (or make it extremely simple). If your focus is combat, make a fun tactical system without any noncombat skills. If your focus is exploration, track rations, torches and tools, not HP - combat may be a single roll. 3. You need character creation. Five to eight numbers or abilities to choose, no more. Don't create a list of powers, feats or spells. If you create any list at all, make it no longer than 10 items, with one-line description each. Definitely no detailed weapons stats etc. 4. You need a way to create opposition. It may be monster stats, terrain traits, trap descriptions. It may be abstract, if your resolution system is abstract. Maybe a troll ambush and a falling boulder traps are both "rating: 4, traits: suprising, tough" challenges mechanically. All other parts of a game are, IMO, optional. [/QUOTE]
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A Fantasy RPG: What's Required?
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