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Game Design 114: Flaw Finding
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<blockquote data-quote="Challenger RPG" data-source="post: 7651602" data-attributes="member: 6701020"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6715498" target="_blank">Fetfreak</a></u></strong></em> : That's awesome. It never occurred to me to go both classless and leveless but I think that would be fantastic! Kudos on such a cool game. I bet the role-playing and character development are pretty epic.</p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6747375" target="_blank">Fletchyr</a></u></strong></em> : I agree. Ha ha, I like the social challenges equaling sword swinging reference. It always seems like that crops up over and over again in some of the games I run.</p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=66434" target="_blank">ExploderWizard</a></u></strong></em> : Excellent points. I've actually seen that happen all too many times. The game will have a complex system but attempt to be abstract or it will be super abstract and mix some key things you need to understand to play the game properly. I really like your point about considering the abstract vs. complex issue first and then working on classes and the rest afterwards. I'll have to remember to add that to my to-do list when designing RPGs. I personally favor the abstract to some extent, but there's almost nothing I hate more than a missing or vague rule. I tend to err on the side of a bit more complex just to make sure things are explained properly.</p><p></p><p>Thanks for all the great posts, everyone! I really enjoyed reading them.</p></blockquote><p></p>
[QUOTE="Challenger RPG, post: 7651602, member: 6701020"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6715498"]Fetfreak[/URL][/U][/B][/I] : That's awesome. It never occurred to me to go both classless and leveless but I think that would be fantastic! Kudos on such a cool game. I bet the role-playing and character development are pretty epic. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6747375"]Fletchyr[/URL][/U][/B][/I] : I agree. Ha ha, I like the social challenges equaling sword swinging reference. It always seems like that crops up over and over again in some of the games I run. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=66434"]ExploderWizard[/URL][/U][/B][/I] : Excellent points. I've actually seen that happen all too many times. The game will have a complex system but attempt to be abstract or it will be super abstract and mix some key things you need to understand to play the game properly. I really like your point about considering the abstract vs. complex issue first and then working on classes and the rest afterwards. I'll have to remember to add that to my to-do list when designing RPGs. I personally favor the abstract to some extent, but there's almost nothing I hate more than a missing or vague rule. I tend to err on the side of a bit more complex just to make sure things are explained properly. Thanks for all the great posts, everyone! I really enjoyed reading them. [/QUOTE]
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