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Creative Exercise -- NOW LAUNCHED, but moved to rpg.net. URL Inside.
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<blockquote data-quote="Khorod" data-source="post: 2102062" data-attributes="member: 1636"><p>I think the Creative Exercise style of development is pretty awesome. My primary RPG hobby is World Design*, so its kind of a novel experience to have other people changing the river's course on me mid-stroke.</p><p></p><p>The number one key to these Creative Exercises is keep the pace up (with these rules, anyway). When the pace slows down interest starts to wane, because no single poster's enthusiasm can keep it alive. That's a danger.</p><p></p><p>Oddly enough, I thought about my WoT book on the shelf behind me for the first time in a while. It had some good points, the magic system was fairly nice. I have no particular desire to design worlds for it though.</p><p></p><p>I think this type of project is most successful when it starts with either minimal or vague assumptions, and if its got a map at start, its clear and the entirety of the world you need to worry about.</p><p></p><p>I also think that calling out a specific rules-set and designing for it is not that great an idea. I think world design should lead, and the rules should follow. If the world forms up, and it looks like AU with massive house rules around combat, then that's what it should be. If it looks like D20 Past, then that's it. If somehow it's Shadowrun 5th Edition, we have a winner... in another 10 years.</p><p></p><p>All Wheel of Time really is, is a d20 system with a particularly flexible, flavorful variety of magic. Think about the novels. The Aes Sedai were called witches, sorceresses... what have you. The particular nature of their power was irrelevant to the world at large, just the fact they had divination and combat magic established there authority. So D20 WoT specific is not all that different from anything else in d20 fantasy.</p><p></p><p>* I don't call it a homebrew when it comes entirely from my own brain</p></blockquote><p></p>
[QUOTE="Khorod, post: 2102062, member: 1636"] I think the Creative Exercise style of development is pretty awesome. My primary RPG hobby is World Design*, so its kind of a novel experience to have other people changing the river's course on me mid-stroke. The number one key to these Creative Exercises is keep the pace up (with these rules, anyway). When the pace slows down interest starts to wane, because no single poster's enthusiasm can keep it alive. That's a danger. Oddly enough, I thought about my WoT book on the shelf behind me for the first time in a while. It had some good points, the magic system was fairly nice. I have no particular desire to design worlds for it though. I think this type of project is most successful when it starts with either minimal or vague assumptions, and if its got a map at start, its clear and the entirety of the world you need to worry about. I also think that calling out a specific rules-set and designing for it is not that great an idea. I think world design should lead, and the rules should follow. If the world forms up, and it looks like AU with massive house rules around combat, then that's what it should be. If it looks like D20 Past, then that's it. If somehow it's Shadowrun 5th Edition, we have a winner... in another 10 years. All Wheel of Time really is, is a d20 system with a particularly flexible, flavorful variety of magic. Think about the novels. The Aes Sedai were called witches, sorceresses... what have you. The particular nature of their power was irrelevant to the world at large, just the fact they had divination and combat magic established there authority. So D20 WoT specific is not all that different from anything else in d20 fantasy. * I don't call it a homebrew when it comes entirely from my own brain [/QUOTE]
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