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d20 Modern: What Would you change part II
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<blockquote data-quote="Vigilance" data-source="post: 3680492" data-attributes="member: 4275"><p>Well, before you alter how the game works, and fix anything you perceive as a problem, don't you need to first figure out how the game SHOULD work and what you perceive AS a problem?</p><p></p><p>And before I propose anything like that, wouldn't it be nice to see where I was coming from?</p><p></p><p>So that's what the blog post was about.</p><p></p><p>Begin at the beginning. I'm trying to let folks know about the thoughts that have been bubbling around in my head, as someone who has run hundreds of modern games in all types of genres over the past few years. </p><p></p><p></p><p></p><p>Again, I'm not talking about limiting options. Enjoying planning and prep isn't the same as having each player make the same Research or Gather Information check in turn to try and gett a piece of key information.</p><p></p><p>I'm strictly talking about removing some of the randomness from non-critical parts of the game. </p><p></p><p></p><p></p><p>I'll get to those parts of the game when I get to them. Again, begin at the beginning. I wanted to look at every aspect of the game and examine all of it. This is where I started, because the gamespace is the fundamentals that everything else is built on.</p><p></p><p>From there, I've moved into skills, because that seemed like the natural progression. </p><p></p><p>I have changed autofire and other aspects of combat in some fairly serious ways, because they do need work.</p><p></p><p>This blog post though, was basically about how I started on this process of doing something more comprehensive than a few limited fixes. </p><p></p><p>Sorry my blog post was more preliminary than you would have obviously liked it to be.</p></blockquote><p></p>
[QUOTE="Vigilance, post: 3680492, member: 4275"] Well, before you alter how the game works, and fix anything you perceive as a problem, don't you need to first figure out how the game SHOULD work and what you perceive AS a problem? And before I propose anything like that, wouldn't it be nice to see where I was coming from? So that's what the blog post was about. Begin at the beginning. I'm trying to let folks know about the thoughts that have been bubbling around in my head, as someone who has run hundreds of modern games in all types of genres over the past few years. Again, I'm not talking about limiting options. Enjoying planning and prep isn't the same as having each player make the same Research or Gather Information check in turn to try and gett a piece of key information. I'm strictly talking about removing some of the randomness from non-critical parts of the game. I'll get to those parts of the game when I get to them. Again, begin at the beginning. I wanted to look at every aspect of the game and examine all of it. This is where I started, because the gamespace is the fundamentals that everything else is built on. From there, I've moved into skills, because that seemed like the natural progression. I have changed autofire and other aspects of combat in some fairly serious ways, because they do need work. This blog post though, was basically about how I started on this process of doing something more comprehensive than a few limited fixes. Sorry my blog post was more preliminary than you would have obviously liked it to be. [/QUOTE]
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