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
Common Pitfalls in Game 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="Scott Christian" data-source="post: 9733018" data-attributes="member: 6901101"><p>(Note: I begin what sounds like a bragging session, I know there are many many many other game designers here that have experienced and done the same thing.)</p><p></p><p>I am going to flip this question on its head, well not really, more like on its side </p><p></p><p>I have developed rules or created systems that I would later see in print. Advantage/Disadvantage (I called it Boon/Bane) long before D&D did it. Using the "to hit" roll to <em>increase</em> damage or effects, so a player never completely misses. Using magnetic inventory pieces to be placed inside a box to show carrying capacity. "Tapping" cards years before I ever played MtG. Combining cards and TTRPG the same year as Ascension (although mine focused way more on the RPG side). Handing skills and DCs over to players. Making death a penalty to the character as opposed to permanent, i.e. near-death experience. Building and using "lair actions" before I read about them. Using culture instead of racial bonuses. Blah, blah, blah. </p><p></p><p>All those things happened before I ever saw them in actual play, and I tried just about any game my friend group would allow. But, I know there were probably systems that did all those things prior to me, and I am sure many of you did those things prior to me as well. </p><p></p><p>The reason I bring all this up is, if you are in this hobby, there is a good chance you are creative. If the hobby is a passion or work, there is a good chance you think about it - a lot! And it doesn't help we have all been encouraged to build "house rules" at some point in our gaming life! The point is, the combination of those things is bound to lead to what we believe to be new roads.</p><p></p><p>There is a saying in fiction writing: The road to fiction is very well travelled. I think the same can be said for game design as well.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9733018, member: 6901101"] (Note: I begin what sounds like a bragging session, I know there are many many many other game designers here that have experienced and done the same thing.) I am going to flip this question on its head, well not really, more like on its side I have developed rules or created systems that I would later see in print. Advantage/Disadvantage (I called it Boon/Bane) long before D&D did it. Using the "to hit" roll to [I]increase[/I] damage or effects, so a player never completely misses. Using magnetic inventory pieces to be placed inside a box to show carrying capacity. "Tapping" cards years before I ever played MtG. Combining cards and TTRPG the same year as Ascension (although mine focused way more on the RPG side). Handing skills and DCs over to players. Making death a penalty to the character as opposed to permanent, i.e. near-death experience. Building and using "lair actions" before I read about them. Using culture instead of racial bonuses. Blah, blah, blah. All those things happened before I ever saw them in actual play, and I tried just about any game my friend group would allow. But, I know there were probably systems that did all those things prior to me, and I am sure many of you did those things prior to me as well. The reason I bring all this up is, if you are in this hobby, there is a good chance you are creative. If the hobby is a passion or work, there is a good chance you think about it - a lot! And it doesn't help we have all been encouraged to build "house rules" at some point in our gaming life! The point is, the combination of those things is bound to lead to what we believe to be new roads. There is a saying in fiction writing: The road to fiction is very well travelled. I think the same can be said for game design as well. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Common Pitfalls in Game Design
Top