Interestingly enough, although it has long been on the cusp of happening, I just recently started creating my own RPG, so the issue of RPG design is definitely fresh on my mind.It sure is an interesting way to create an RPG you have there, I will grant you that! That said it's design goals seem to be contrary to what I am looking for, so I will have to decline participation. It seems that most RPGs these days aim for stream-lining and simplification to achieve greater speed of play and cinematic outcomes, whereas my desire is for more detail and an enhanced degree of realism (needless to say, though, it still must remain playable...).
Of course, I have no illusions that my RPG/approach would find a wider audience, so mine will remain a hobby project intended to allow me to have fun doing game design and with the target audience being myself and my gaming group.![]()
I think one thing that would be neat, and I've seen this done in other rpgs out there, is design e20 with the notion of having Basic Rules and Advanced Rules.
Basic Rules would be those simple rules that make the game fast and furious, maybe abstract in nature so the players and GMs who don't want a lot of details can play using these rules. Gridless rules would go here. Base flat damage would go here.
Then, adding Advanced Rules on top of it, in a plug in play fashion, for more Detailed rules. This can be where options for things like Bleeding, Knockdown, Trip, Grappling, Tactical movement (more grid-like rules), Hit locations, anything that takes the game beyond the simple to the advanced. Rolling dice for damage would go here.
I think something like this would be really neat to work into the game.
One thing that would be neat, and in the interest of modularity, is if the rules were written with Basic and Advanced Rules in mind.
Basic for the simple, more abstract elements of the game, rules that don't delve far into the tactical elements of the game, that aren't very realistic or detailed.
Advanced Rules for the tactical aspects of the game: tactical movement, gritty realism, hit locations, more combat options that require more detail, possibly rules for bloodloss, more advanced versions of grappling, tripping, things like that. This would be a set of rules that add on top of the Basic rules, providing things that, while maybe making some things last longer, they also provide a more gritty or tactical experience.
idk if i'm explaining it right, but something like this would be pretty neat to work on.
That's fair enough. Your right, rules have been heading toward simple designs to run the game faster. This is a goal of e20, as I understand it.