Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Approaches to RPG Design
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="attevil" data-source="post: 6581089" data-attributes="member: 6789426"><p>Thanks for reading!</p><p></p><p></p><p></p><p>I think some designers begin with hacking, but then create a new system after they have changed the rules to an existing one and found that wasn't enough. That is why I called it bottom up, but whatever its called, its an approach to game design.</p><p></p><p></p><p></p><p></p><p>I've read the rules for both, they are innovative and I like some rules which I've integrated into Cyber Run. </p><p></p><p></p><p></p><p>I think the history of D&Ds creation is helpful to design, but I was focusing on the first edition game mechanics, explaining their relationships between subsystems, not explaining how those game mechanics came to be. The first edition classes each had an attribute as its primary, attributes also influenced combat and hit points, so a game designer could look at the attributes as the core game mechanic and classes as well as combat ability as subsystems branching off of the core. I would recommend designers to create a core rule mechanic and then play test. Through play testing they can add things like the Cleric class you mentioned above. </p><p></p><p></p><p></p><p>I think other designers struggle with reflecting reality compared to making the game itself fun.</p><p></p><p></p><p>There isn't, it is up to the intentions of the designer. "KOBOLDS ATE MY BABY!" is great for a night of entertainment, but doesn't have the depth that D&D has to allow players to invest years of their life. Just something for designers to keep in mind for the type of game they want to make.</p></blockquote><p></p>
[QUOTE="attevil, post: 6581089, member: 6789426"] Thanks for reading! I think some designers begin with hacking, but then create a new system after they have changed the rules to an existing one and found that wasn't enough. That is why I called it bottom up, but whatever its called, its an approach to game design. I've read the rules for both, they are innovative and I like some rules which I've integrated into Cyber Run. I think the history of D&Ds creation is helpful to design, but I was focusing on the first edition game mechanics, explaining their relationships between subsystems, not explaining how those game mechanics came to be. The first edition classes each had an attribute as its primary, attributes also influenced combat and hit points, so a game designer could look at the attributes as the core game mechanic and classes as well as combat ability as subsystems branching off of the core. I would recommend designers to create a core rule mechanic and then play test. Through play testing they can add things like the Cleric class you mentioned above. I think other designers struggle with reflecting reality compared to making the game itself fun. There isn't, it is up to the intentions of the designer. "KOBOLDS ATE MY BABY!" is great for a night of entertainment, but doesn't have the depth that D&D has to allow players to invest years of their life. Just something for designers to keep in mind for the type of game they want to make. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Approaches to RPG Design
Top