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<blockquote data-quote="Odhanan" data-source="post: 5929498" data-attributes="member: 12324"><p>I think that's a key element of your game's design, and you went about it the right way. It's not so much about how you represent Rome in terms of game mechanics or whanot, but first about the game itself and thinking "alright, what do the PCs DO in this game, exactly?" then it meshes with the Roman setting to give something enjoyable in its own right, as a role playing game, instead of yet another aimless emulation exercise.</p><p></p><p>All the great role playing games share that one thing in that they provide a core game play or structure the new GM can grasp and run with, along with the tools to realize it, to then expand later into other areas and game plays as you get to know the game. The dungeon and wilderness of D&D and its basic premise of exploration come to mind. The investigations of the mysteries of the mythos in CoC, too. The exploration of the "by Night" sandbox in Vampire the Masquerade. And so on. </p><p></p><p>With Servants of Gaius, you have that in there, clearly, in the premise of the game and the way it choose to go about describing the world to the GM through its setting, explanations, tools and methodologies. There will always be things you look back to and think "well, we could use some fine tuning and refinements here and there", but you managed to get the core of the game's design right, and everything flows from there.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 5929498, member: 12324"] I think that's a key element of your game's design, and you went about it the right way. It's not so much about how you represent Rome in terms of game mechanics or whanot, but first about the game itself and thinking "alright, what do the PCs DO in this game, exactly?" then it meshes with the Roman setting to give something enjoyable in its own right, as a role playing game, instead of yet another aimless emulation exercise. All the great role playing games share that one thing in that they provide a core game play or structure the new GM can grasp and run with, along with the tools to realize it, to then expand later into other areas and game plays as you get to know the game. The dungeon and wilderness of D&D and its basic premise of exploration come to mind. The investigations of the mysteries of the mythos in CoC, too. The exploration of the "by Night" sandbox in Vampire the Masquerade. And so on. With Servants of Gaius, you have that in there, clearly, in the premise of the game and the way it choose to go about describing the world to the GM through its setting, explanations, tools and methodologies. There will always be things you look back to and think "well, we could use some fine tuning and refinements here and there", but you managed to get the core of the game's design right, and everything flows from there. [/QUOTE]
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