arwink
Clockwork Golem
When I first heard about D20 future, I was excited.
When I first got the book, I was dissappointed.
Now that I'm actually putting together a few sessions of a future campaign, and building stuff from the ground up, I find myself loving the book more and more.
There's a certain irony to this discussion occuring at the same time as the discussions on Mearls's theory of Core Stories in RPG's. In many ways, d20 future hails from an early era of game design when folks were given the tools and asked to create the stories for themselves. There's no core stories, there's just option and rough guidelines on how to use them to get different effects. Once you start tinkering with the rules and the set-ups, the entire book gradually becomes more interesting because you start seeing how things go together and where certain options will lead you.
When I first got the book, I was dissappointed.
Now that I'm actually putting together a few sessions of a future campaign, and building stuff from the ground up, I find myself loving the book more and more.
There's a certain irony to this discussion occuring at the same time as the discussions on Mearls's theory of Core Stories in RPG's. In many ways, d20 future hails from an early era of game design when folks were given the tools and asked to create the stories for themselves. There's no core stories, there's just option and rough guidelines on how to use them to get different effects. Once you start tinkering with the rules and the set-ups, the entire book gradually becomes more interesting because you start seeing how things go together and where certain options will lead you.


