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<blockquote data-quote="Smoss" data-source="post: 5521336" data-attributes="member: 82115"><p>It looks like an interesting thought process. A "point of view" to look at the design.</p><p></p><p>Certainly when I worked on my own RPG system there were some "subtractive" moments. I had a certain feel and style I wanted. So I subtracted out what I did not need. I cut out classes. I cut out levels.</p><p></p><p>Then came a different thing - replacements. I replaced out a lot of "old familiar" things with simpler things (Attributes for example. Instead of 3-18, I use a 0-7 standard scale. attribute = bonus. No math). I replaced magic and toxins with whole new (integrated) systems. I replaced the horror of grappling with something much simpler... etc.</p><p></p><p>I can't say I consciously chose subtractive design at any point - But I certainly looked to hack out anything that didn't work and left it to die. (Various game breaking magics, I shall not miss thee). Sacred cows were shot. Beaten with clubs. Then viciously mocked.</p><p></p><p>Design has a lot of elements. Thanks for the article. I like things that make me think. Found a link somewhere about "subtext" for authors in their writing that also made me think for my setting (and novel). Good stuff. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Smoss</p></blockquote><p></p>
[QUOTE="Smoss, post: 5521336, member: 82115"] It looks like an interesting thought process. A "point of view" to look at the design. Certainly when I worked on my own RPG system there were some "subtractive" moments. I had a certain feel and style I wanted. So I subtracted out what I did not need. I cut out classes. I cut out levels. Then came a different thing - replacements. I replaced out a lot of "old familiar" things with simpler things (Attributes for example. Instead of 3-18, I use a 0-7 standard scale. attribute = bonus. No math). I replaced magic and toxins with whole new (integrated) systems. I replaced the horror of grappling with something much simpler... etc. I can't say I consciously chose subtractive design at any point - But I certainly looked to hack out anything that didn't work and left it to die. (Various game breaking magics, I shall not miss thee). Sacred cows were shot. Beaten with clubs. Then viciously mocked. Design has a lot of elements. Thanks for the article. I like things that make me think. Found a link somewhere about "subtext" for authors in their writing that also made me think for my setting (and novel). Good stuff. :) Smoss [/QUOTE]
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