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General Tabletop Discussion
*TTRPGs General
Different philosophies concerning Rules Heavy and Rule Light RPGs.
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<blockquote data-quote="Arilyn" data-source="post: 9751913" data-attributes="member: 6816042"><p>I put steal in quotes for a reason, as it's not literally stealing games. Designers, of course, learn from each other. For example:</p><p>1. Using skills as less concrete and more life backgrounds or experiences. </p><p>2. The roll a die and add attribute</p><p>3. Feat type goodies</p><p>4. Life path systems</p><p>5. Players contributing to the fiction</p><p>6. The PbtA system of rolling 2d6 and having success, success with cost, etc. </p><p>7. Not rolling to hit, just doing damage which is mitigated by opposition's defence</p><p>8. Fail Forward</p><p>9. Meta currencies</p><p>10. Dice less mechanics</p><p>11. Story Now</p><p>12. New ideas for deep Tactical play</p><p>13. Point buy, rolling for stats, arrays, playbooks</p><p></p><p>I could go on for a very long time. D&D 5e added inspiration based off bonds, ideals and flaws. This idea came from other games. Daggerheart acknowledges many systems that they borrowed from and made their own. </p><p></p><p>This is very normal. Nobody is getting sued over it and it's expected. No need to reinvent good ideas. It's like authors saying the best advice they can give to aspiring writers is to read lots. </p><p></p><p>I'm glad your table is enjoying your game. You have mentioned that you'd like to get it published and hope to reach a large audience. This will require an understanding of what's going on in gaming circles today. You like crunchy games and that's fine. What do crunchy fans want in their games? What do current successful crunchy games look like? Don't assume your groups' enthusiasm will be replicated outside your circle. Make connections. Share your ideas, gain constructive criticism and be willing to kill some of your darlings in your game.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 9751913, member: 6816042"] I put steal in quotes for a reason, as it's not literally stealing games. Designers, of course, learn from each other. For example: 1. Using skills as less concrete and more life backgrounds or experiences. 2. The roll a die and add attribute 3. Feat type goodies 4. Life path systems 5. Players contributing to the fiction 6. The PbtA system of rolling 2d6 and having success, success with cost, etc. 7. Not rolling to hit, just doing damage which is mitigated by opposition's defence 8. Fail Forward 9. Meta currencies 10. Dice less mechanics 11. Story Now 12. New ideas for deep Tactical play 13. Point buy, rolling for stats, arrays, playbooks I could go on for a very long time. D&D 5e added inspiration based off bonds, ideals and flaws. This idea came from other games. Daggerheart acknowledges many systems that they borrowed from and made their own. This is very normal. Nobody is getting sued over it and it's expected. No need to reinvent good ideas. It's like authors saying the best advice they can give to aspiring writers is to read lots. I'm glad your table is enjoying your game. You have mentioned that you'd like to get it published and hope to reach a large audience. This will require an understanding of what's going on in gaming circles today. You like crunchy games and that's fine. What do crunchy fans want in their games? What do current successful crunchy games look like? Don't assume your groups' enthusiasm will be replicated outside your circle. Make connections. Share your ideas, gain constructive criticism and be willing to kill some of your darlings in your game. [/QUOTE]
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Different philosophies concerning Rules Heavy and Rule Light RPGs.
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