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Confessions of a Hack Game Designer
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<blockquote data-quote="kenada" data-source="post: 8695932" data-attributes="member: 70468"><p>That’s why I based my homebrew system on OSE. I just use the bestiary from OSE and the Rules Cyclopedia (as necessary), swapping out the combat matrix for one with the saving throw progression I use. NPCs are easy because players make all the rolls (except monsters in combat, basically). I once tried to do my own Fate Core hack, but I’m not making that mistake again (needing to stat up all the NPCs and monsters myself). <img class="smilie smilie--emoji" alt="😂" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f602.png" title="Face with tears of joy :joy:" data-shortname=":joy:" loading="lazy" width="64" height="64" /></p><p></p><p>I will say it’s interesting how starting from a basic idea like “all mechanics should have teeth” can result in converge development. Torchbearer is a love letter to B/X, and it’s all about mechanics with teeth. I sometimes find myself developing along similar lines, and it forces me to ask whether that’s something my group would find fun.</p><p></p><p>For example, B/X requires you to rest regularly, but it’s kind of perfunctory. You do it every 6th turn, or you take a penalty. There’s no cost to resting, so you just do it. However, if you give it teeth, you get the Grind (or something like it). I’m not sure my players would like that, so I need to rethink what costs I want associated with exploration.</p></blockquote><p></p>
[QUOTE="kenada, post: 8695932, member: 70468"] That’s why I based my homebrew system on OSE. I just use the bestiary from OSE and the Rules Cyclopedia (as necessary), swapping out the combat matrix for one with the saving throw progression I use. NPCs are easy because players make all the rolls (except monsters in combat, basically). I once tried to do my own Fate Core hack, but I’m not making that mistake again (needing to stat up all the NPCs and monsters myself). 😂 I will say it’s interesting how starting from a basic idea like “all mechanics should have teeth” can result in converge development. Torchbearer is a love letter to B/X, and it’s all about mechanics with teeth. I sometimes find myself developing along similar lines, and it forces me to ask whether that’s something my group would find fun. For example, B/X requires you to rest regularly, but it’s kind of perfunctory. You do it every 6th turn, or you take a penalty. There’s no cost to resting, so you just do it. However, if you give it teeth, you get the Grind (or something like it). I’m not sure my players would like that, so I need to rethink what costs I want associated with exploration. [/QUOTE]
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