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*TTRPGs General
A Thought Exercise... Making a One-Shot/"Pickup" RPG
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<blockquote data-quote="Wik" data-source="post: 4917062" data-attributes="member: 40177"><p>To answer my own question...</p><p></p><p>1. The game would have a very simple mechanic that unites most of the game (sort of like the d6 system). Everything would be simple enough that any role-player would get it within a couple of minutes - and there'd be no rules for specific stuff that would bog down play. Basically, say "Hey, you're the GM, make it up" or include a sort of "negotiate the rule" element. </p><p></p><p>2. Character creation would be super simple, or possibly even already done for the player. Ie, pick a class and a race, and go from there (like the Hero Quest board game of the 80s).</p><p></p><p>3. Adventure ideas would be included in the game. Possibly each would be sort of fleshed out with monster stats, and a rough outline of the adventure (like the adventure in the back of the Savage Worlds game)</p><p></p><p>4. Advancement wouldn't be included in the game (because PCs shouldn't really be levelling up). Perhaps include PC advancement IN the game. So that PCs level during play. That could be a lot of fun.</p><p></p><p>5. No big lists of spells, abilities, or anything like that. If there are five classes, for example, each class should have one or two abilities, and then maybe three optional abilities for the player to choose from. Simple is better than complex.</p><p></p><p>6. Fast encounters. Long combats I think are for games that have a strong character design element (becausae it gives those designed characters a bunch of situations to use their specific tactical elements). In a game like this, any encounter should probably end pretty quickly, because there won't be a huge amount of variety between characters.</p><p></p><p>7. High Flux. PCs die fast, and get rich fast. Since PCs are quick to make, and there's little emotional attachment, it's fun to let them die. </p><p></p><p>8. I have a few more, but I want to see what other people would come up with.</p></blockquote><p></p>
[QUOTE="Wik, post: 4917062, member: 40177"] To answer my own question... 1. The game would have a very simple mechanic that unites most of the game (sort of like the d6 system). Everything would be simple enough that any role-player would get it within a couple of minutes - and there'd be no rules for specific stuff that would bog down play. Basically, say "Hey, you're the GM, make it up" or include a sort of "negotiate the rule" element. 2. Character creation would be super simple, or possibly even already done for the player. Ie, pick a class and a race, and go from there (like the Hero Quest board game of the 80s). 3. Adventure ideas would be included in the game. Possibly each would be sort of fleshed out with monster stats, and a rough outline of the adventure (like the adventure in the back of the Savage Worlds game) 4. Advancement wouldn't be included in the game (because PCs shouldn't really be levelling up). Perhaps include PC advancement IN the game. So that PCs level during play. That could be a lot of fun. 5. No big lists of spells, abilities, or anything like that. If there are five classes, for example, each class should have one or two abilities, and then maybe three optional abilities for the player to choose from. Simple is better than complex. 6. Fast encounters. Long combats I think are for games that have a strong character design element (becausae it gives those designed characters a bunch of situations to use their specific tactical elements). In a game like this, any encounter should probably end pretty quickly, because there won't be a huge amount of variety between characters. 7. High Flux. PCs die fast, and get rich fast. Since PCs are quick to make, and there's little emotional attachment, it's fun to let them die. 8. I have a few more, but I want to see what other people would come up with. [/QUOTE]
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A Thought Exercise... Making a One-Shot/"Pickup" RPG
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