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Designer Diary - Welcome to the Sticks
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<blockquote data-quote="GMMichael" data-source="post: 8020984" data-attributes="member: 6685730"><p>I'd like to stop by and criticize once in a while, but it's reading more like a read-the-finished-book post than something that's in its design-phase. If the rules were laid bare (with their design intent), they would be easier to analyze. For example, I was good up through the basic roll, then character creation starts with: design a real person, not an avatar. First on the list are some D&D-like attributes, which seem to lead to a character in a "fantasy world" for "collecting loot." It's hard, at that point, to suggest any design changes because there are already eight other character aspects that may or may not depend on the nine attributes (which already seem to be straying from the design goal), and tinkering with one element could topple the others.</p><p></p><p>I posted the rules (but not the design intent) <a href="https://modos-rpg.obsidianportal.com/wiki_pages/rules-catalog" target="_blank">for my game here</a>. The rules progress, more or less, in a building-block (Jenga?) order, so I could have designed it starting at rule zero and moving up. (As it happened, I did some reverse-engineering, but my perspective in editing was generally done in one direction.) So if I propose a new rule, or I'm someone analyzing the rules, I just need to make sure that the new rule balances on the top-layer rules, knowing that the underlying ones are sturdy.</p><p></p><p>The setting and concept for Welcome to the Sticks look great, and offering a free game is always cool. <img class="smilie smilie--emoji" loading="lazy" alt="🤓" title="Nerd face :nerd:" src="https://cdn.jsdelivr.net/joypixels/assets/6.6/png/unicode/64/1f913.png" data-shortname=":nerd:" /></p></blockquote><p></p>
[QUOTE="GMMichael, post: 8020984, member: 6685730"] I'd like to stop by and criticize once in a while, but it's reading more like a read-the-finished-book post than something that's in its design-phase. If the rules were laid bare (with their design intent), they would be easier to analyze. For example, I was good up through the basic roll, then character creation starts with: design a real person, not an avatar. First on the list are some D&D-like attributes, which seem to lead to a character in a "fantasy world" for "collecting loot." It's hard, at that point, to suggest any design changes because there are already eight other character aspects that may or may not depend on the nine attributes (which already seem to be straying from the design goal), and tinkering with one element could topple the others. I posted the rules (but not the design intent) [URL='https://modos-rpg.obsidianportal.com/wiki_pages/rules-catalog']for my game here[/URL]. The rules progress, more or less, in a building-block (Jenga?) order, so I could have designed it starting at rule zero and moving up. (As it happened, I did some reverse-engineering, but my perspective in editing was generally done in one direction.) So if I propose a new rule, or I'm someone analyzing the rules, I just need to make sure that the new rule balances on the top-layer rules, knowing that the underlying ones are sturdy. The setting and concept for Welcome to the Sticks look great, and offering a free game is always cool. 🤓 [/QUOTE]
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