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<blockquote data-quote="John Dallman" data-source="post: 9753364" data-attributes="member: 6999616"><p>I'm afraid you are operating under a misapprehension. The denizens here are familiar, between them, with a large fraction of the thousands of RPGs that are available in English. Approximately none of them have a character concept that they want to play that they can't find a system to represent in a satisfactory way.</p><p></p><p>The "represent anything that makes any sense, and many things that don't" niche has several games in it, but they tend to be more complicated than games that are intended for a specific kind of story, setting, or playstyle. If they aren't, they tend to be lacking in some other way. So people may well be interested in a game that represents many kinds of characters readily.</p><p></p><p>There are, however, some huge caveats in that interest:</p><ul> <li data-xf-list-type="ul">A universal game system that is easy to use for both character generation and play, and satisfactory for a wide range of settings, stories and playstyles appears to be a genuinely difficult problem. Many people have tried to design one, and nobody has succeeded, that we've heard of. </li> <li data-xf-list-type="ul">It is universally observed that game designers find their own rules easy to use, flexible, and generally satisfactory. The game designer's view of their game does not predict how much other people will like it <em>at all</em>. In 46 years playing RPGs, I've played a lot of people's personal systems, and helped with debugging several. That's a lot of work, and none of them have been run by anyone other than their authors. </li> </ul><p>You've given one-paragraph descriptions of how you think some character concepts would be implemented in your rules. You've passed a basic test, in that you haven't said "Oh, it can't do that" but you haven't provided game-mechanical details. The general things you've said about the game haven't outlined it well enough to let us deduce anything.</p><p></p><p>You have been saying that it can do pretty much anything, but <em>talk is cheap</em>. If you want people to engage with a system, you have to let them try it out for themselves. That's why people are asking for rules summaries, or a filled-in character sheet.</p><p></p><p>We're fed up of being told "It's wonderful!" and not being able to evaluate this for ourselves. From some of the things you've been saying, I'm getting an impression that you're mostly familiar with D&D family games. Have you played or read:</p><ol> <li data-xf-list-type="ol">Dungeon World, or other Powered by the Apocalypse games?</li> <li data-xf-list-type="ol">Savage Worlds?</li> <li data-xf-list-type="ol">Call of Cthulhu, RuneQuest or another BRP game?</li> <li data-xf-list-type="ol">Hero System, or GURPS?</li> <li data-xf-list-type="ol">Traveller?</li> <li data-xf-list-type="ol">Toon, Teenagers from Outer Space or Paranoia?</li> <li data-xf-list-type="ol">Shadowrun?</li> <li data-xf-list-type="ol">Vampire, Werewolf or Mage?</li> <li data-xf-list-type="ol">Amber Diceless Roleplaying?</li> </ol><p>Those are just a few well-known games with very different mechanics and worldviews to D&D. If you're unfamiliar with several of them, it seems likely that you don't know enough about the state of the art to produce a commercial game.</p></blockquote><p></p>
[QUOTE="John Dallman, post: 9753364, member: 6999616"] I'm afraid you are operating under a misapprehension. The denizens here are familiar, between them, with a large fraction of the thousands of RPGs that are available in English. Approximately none of them have a character concept that they want to play that they can't find a system to represent in a satisfactory way. The "represent anything that makes any sense, and many things that don't" niche has several games in it, but they tend to be more complicated than games that are intended for a specific kind of story, setting, or playstyle. If they aren't, they tend to be lacking in some other way. So people may well be interested in a game that represents many kinds of characters readily. There are, however, some huge caveats in that interest: [LIST] [*]A universal game system that is easy to use for both character generation and play, and satisfactory for a wide range of settings, stories and playstyles appears to be a genuinely difficult problem. Many people have tried to design one, and nobody has succeeded, that we've heard of. [*]It is universally observed that game designers find their own rules easy to use, flexible, and generally satisfactory. The game designer's view of their game does not predict how much other people will like it [I]at all[/I]. In 46 years playing RPGs, I've played a lot of people's personal systems, and helped with debugging several. That's a lot of work, and none of them have been run by anyone other than their authors. [/LIST] You've given one-paragraph descriptions of how you think some character concepts would be implemented in your rules. You've passed a basic test, in that you haven't said "Oh, it can't do that" but you haven't provided game-mechanical details. The general things you've said about the game haven't outlined it well enough to let us deduce anything. You have been saying that it can do pretty much anything, but [I]talk is cheap[/I]. If you want people to engage with a system, you have to let them try it out for themselves. That's why people are asking for rules summaries, or a filled-in character sheet. We're fed up of being told "It's wonderful!" and not being able to evaluate this for ourselves. From some of the things you've been saying, I'm getting an impression that you're mostly familiar with D&D family games. Have you played or read: [LIST=1] [*]Dungeon World, or other Powered by the Apocalypse games? [*]Savage Worlds? [*]Call of Cthulhu, RuneQuest or another BRP game? [*]Hero System, or GURPS? [*]Traveller? [*]Toon, Teenagers from Outer Space or Paranoia? [*]Shadowrun? [*]Vampire, Werewolf or Mage? [*]Amber Diceless Roleplaying? [/LIST] Those are just a few well-known games with very different mechanics and worldviews to D&D. If you're unfamiliar with several of them, it seems likely that you don't know enough about the state of the art to produce a commercial game. [/QUOTE]
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