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*TTRPGs General
A Fantasy RPG: What's Required?
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<blockquote data-quote="Mallus" data-source="post: 5226690" data-attributes="member: 3887"><p>Let's see... at the bare minimum, a fantasy RPG --really, any RPG-- needs two things: a method of describing objects in the game-world --ie player characters, monsters, castles, cunning traps, angry cats imperiling neophyte magician's lives-- and procedures for acting on or with those objects --ie resolving a PC's attempt to skewer a monster, sneaking into a castle, disarming a cunning trap, calming angry cats and turning them into trusted familiars.</p><p></p><p>It helps to decide if the game attempts to model a imaginary, but physical world or if it explicitly treat the game world as a kind of fiction, where task resolution is really negotiations over who currently has narration rights.</p><p></p><p>It's also handy to decide if your resolution mechanics operate primarily on the <em>task</em> (smaller-scale) or <em>goal</em> (larger-scale) level. </p><p></p><p>(actually, in both of the previous cases, it's better to say you need to figure out what mix of the two to use).</p><p></p><p>While you're at it, it's also nice to figure out who the intended audience is. You can cut out a <em>lot</em> if you assume the audience shares your own knowledge base. If you have to explain what are RPG or an orc is, brevity isn't really an option.</p><p></p><p>Another related question: is the text of your game meant to <em>inspire</em> people directly, or are you going to assume the readers have plenty of external inspirations -- this is one even experienced gamers/genre fans disagree about.</p></blockquote><p></p>
[QUOTE="Mallus, post: 5226690, member: 3887"] Let's see... at the bare minimum, a fantasy RPG --really, any RPG-- needs two things: a method of describing objects in the game-world --ie player characters, monsters, castles, cunning traps, angry cats imperiling neophyte magician's lives-- and procedures for acting on or with those objects --ie resolving a PC's attempt to skewer a monster, sneaking into a castle, disarming a cunning trap, calming angry cats and turning them into trusted familiars. It helps to decide if the game attempts to model a imaginary, but physical world or if it explicitly treat the game world as a kind of fiction, where task resolution is really negotiations over who currently has narration rights. It's also handy to decide if your resolution mechanics operate primarily on the [i]task[/i] (smaller-scale) or [i]goal[/i] (larger-scale) level. (actually, in both of the previous cases, it's better to say you need to figure out what mix of the two to use). While you're at it, it's also nice to figure out who the intended audience is. You can cut out a [i]lot[/i] if you assume the audience shares your own knowledge base. If you have to explain what are RPG or an orc is, brevity isn't really an option. Another related question: is the text of your game meant to [i]inspire[/i] people directly, or are you going to assume the readers have plenty of external inspirations -- this is one even experienced gamers/genre fans disagree about. [/QUOTE]
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