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d20 Mini-games?
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<blockquote data-quote="scourger" data-source="post: 1545178" data-attributes="member: 12328"><p><strong>the right track</strong></p><p></p><p>I think you're on the right track, Morrus, with ideas like supers and mutant animals (Teenage Mutant Ninja Turtles). They keys for me with a mini-game (or any D&D alternate, for that matter) are 1) that it be based on D&D d20; and 2) that it present just enough changes to enable the setting. A very few new crunchy bits like new classes, skills & feats go a long way to enable a great new bit of fluff like a setting.</p><p></p><p>For example, the Omega World (OW) mini-game is the best one I've seen. I've got all the ones from Dungeon/Polyhedron and almost all from FFG Horizons. OW really does it right. The new races are mutant variants that are easy to incorporate into the game. The single class is simple. The mutations are basic additions to stats/skills or spell-like abilities. A handful of new skills & feats round out the new character options (really, I think you can count each on one hand!). A couple of combat additions based on existing mechanics, and some new equipment make it complete. The DM goodies are easy monsters, concise setting information, and a handy reference chart for making NPCs. It really is a great little game. This is the pattern a mini-game designer should follow.</p><p></p><p>The runner-up is Spellslinger from the FFG Horizons line. It adds to the D&D mechanic without supplanting it unnecessarily. It may have a few too many options, but its beauty for me is that I believe I can easily run D&D adventures that I already have with minimal modifications. I really like the idea of feat-based magic, too. </p><p></p><p>I'll agree with RangerReg's idea for a pirates mini game. Although the genre got great treatment in Skull & Bones, there are just too many changes for my taste. For me, the pirate mini game can be presented as an alternate D&D in 64 pages or less. I'm definitely using less than 1/4 of Skull & Bones' 192 pages. </p><p></p><p>Thanks to Alzrius for reminding me about Valents Games' mini-Game Magazine. The first one, The Other Side, really did not appeal to me. But the second, The Book of Guilds, looks awesome. From the preview, it looks as if they are following the formula for a great mini-game. The idea of using the NPCs classes from the DMG as a base for the guild classes is inspired. </p><p></p><p>Just some ideas, Morrus. Hope you can present something along these lines in future issues of the re-christened magazine or as pdfs.</p></blockquote><p></p>
[QUOTE="scourger, post: 1545178, member: 12328"] [b]the right track[/b] I think you're on the right track, Morrus, with ideas like supers and mutant animals (Teenage Mutant Ninja Turtles). They keys for me with a mini-game (or any D&D alternate, for that matter) are 1) that it be based on D&D d20; and 2) that it present just enough changes to enable the setting. A very few new crunchy bits like new classes, skills & feats go a long way to enable a great new bit of fluff like a setting. For example, the Omega World (OW) mini-game is the best one I've seen. I've got all the ones from Dungeon/Polyhedron and almost all from FFG Horizons. OW really does it right. The new races are mutant variants that are easy to incorporate into the game. The single class is simple. The mutations are basic additions to stats/skills or spell-like abilities. A handful of new skills & feats round out the new character options (really, I think you can count each on one hand!). A couple of combat additions based on existing mechanics, and some new equipment make it complete. The DM goodies are easy monsters, concise setting information, and a handy reference chart for making NPCs. It really is a great little game. This is the pattern a mini-game designer should follow. The runner-up is Spellslinger from the FFG Horizons line. It adds to the D&D mechanic without supplanting it unnecessarily. It may have a few too many options, but its beauty for me is that I believe I can easily run D&D adventures that I already have with minimal modifications. I really like the idea of feat-based magic, too. I'll agree with RangerReg's idea for a pirates mini game. Although the genre got great treatment in Skull & Bones, there are just too many changes for my taste. For me, the pirate mini game can be presented as an alternate D&D in 64 pages or less. I'm definitely using less than 1/4 of Skull & Bones' 192 pages. Thanks to Alzrius for reminding me about Valents Games' mini-Game Magazine. The first one, The Other Side, really did not appeal to me. But the second, The Book of Guilds, looks awesome. From the preview, it looks as if they are following the formula for a great mini-game. The idea of using the NPCs classes from the DMG as a base for the guild classes is inspired. Just some ideas, Morrus. Hope you can present something along these lines in future issues of the re-christened magazine or as pdfs. [/QUOTE]
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