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<blockquote data-quote="Smoss" data-source="post: 5673340" data-attributes="member: 82115"><p>- W<span style="font-family: 'Verdana'">hat kind of games do you write, and why?</span></p><p> </p><p>Mostly fantasy, it is what I like to run. I wanted to evolve past D&D 3E, and made my own system. I wanted a system that captured a certain feel and style of play. I wanted more gim/gritty (But not Warhammer style "grimdark"), a flatter growth (farmer with a pitchfork is always dangerous), and I wanted something MUCH easier to play and GM.</p><p></p><p> <span style="font-family: 'Verdana'">- What kind of game design principles do you use?</span></p><p> </p><p>Steal good ideas liberally. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>But yes, I took some of the ideas I liked from other systems and used that as inspiration for my system. There is a little 3E, a little Star Wars Saga Edition, a little Savage Worlds, a little Conan d20, a little Mutants and Masterminds, and even a touch of 4E (added later) in my system.</p><p> <span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">- What kind of game design theories do you like or use?</span></p><p> </p><p>I don't really. My older systems certainly show that. (Ive created quite a few over the years at various times for various reasons) - But currently, experience means design is MUCH easier now. I just "know" mechanics anymore and what effect a change will have. I still playtest to confirm and try to find any odd quirks.</p><p></p><p> <span style="font-family: 'Verdana'">- What kind of design elements do you like to include in your games?</span></p><p></p><p>I want something that ties well to the setting and/or feel of the game. AKA a Call of Cthulu system should help you to feel the horror. I want ease of play and GM-ing. I want a rule set the is coherent and runs on the same basic mechanic (No memorizing a bunch of separate sub-systems- everything ties together well).</p><p>Smoss</p></blockquote><p></p>
[QUOTE="Smoss, post: 5673340, member: 82115"] - W[FONT=Verdana]hat kind of games do you write, and why?[/FONT] Mostly fantasy, it is what I like to run. I wanted to evolve past D&D 3E, and made my own system. I wanted a system that captured a certain feel and style of play. I wanted more gim/gritty (But not Warhammer style "grimdark"), a flatter growth (farmer with a pitchfork is always dangerous), and I wanted something MUCH easier to play and GM. [FONT=Verdana]- What kind of game design principles do you use?[/FONT] Steal good ideas liberally. :P But yes, I took some of the ideas I liked from other systems and used that as inspiration for my system. There is a little 3E, a little Star Wars Saga Edition, a little Savage Worlds, a little Conan d20, a little Mutants and Masterminds, and even a touch of 4E (added later) in my system. [FONT=Verdana] - What kind of game design theories do you like or use?[/FONT] I don't really. My older systems certainly show that. (Ive created quite a few over the years at various times for various reasons) - But currently, experience means design is MUCH easier now. I just "know" mechanics anymore and what effect a change will have. I still playtest to confirm and try to find any odd quirks. [FONT=Verdana]- What kind of design elements do you like to include in your games?[/FONT] I want something that ties well to the setting and/or feel of the game. AKA a Call of Cthulu system should help you to feel the horror. I want ease of play and GM-ing. I want a rule set the is coherent and runs on the same basic mechanic (No memorizing a bunch of separate sub-systems- everything ties together well). Smoss [/QUOTE]
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