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Have you (and to what extent) designed your own RPG?
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<blockquote data-quote="Jhaelen" data-source="post: 5014185" data-attributes="member: 46713"><p>After my first contact with AD&D 1e I designed my own rpg system. Basically it represented how I would have designed the game based on how the game was described to me (which the actual rules couldn't really deliver). I also created my own setting and had great fun with world-building.</p><p></p><p>Besides being a useful exercise that managed to get me interested in lots of different topics which actually helped to improve my school grades despite spending so much time creating it, it was good enough to serve as the basis for a 3 year-campaign before it was bogged down and fizzled because I was trying to add too much stuff (version 2.0 syndrome).</p><p></p><p>It had several nice features, like interesting combat options (not unlike those available in 3e) and lots of monsters that could only be defeated by using special tactics.</p><p></p><p>The mechanics were a bit too complicated and the races/classes weren't remotely balanced, though.</p><p></p><p>Several years after that I started creating two 'light-weight' rpg systems but they were never detailed enough to make it to actual playtesting. One of them was meant to be used as a basis for a computer game, the other for a storytelling style rpg.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 5014185, member: 46713"] After my first contact with AD&D 1e I designed my own rpg system. Basically it represented how I would have designed the game based on how the game was described to me (which the actual rules couldn't really deliver). I also created my own setting and had great fun with world-building. Besides being a useful exercise that managed to get me interested in lots of different topics which actually helped to improve my school grades despite spending so much time creating it, it was good enough to serve as the basis for a 3 year-campaign before it was bogged down and fizzled because I was trying to add too much stuff (version 2.0 syndrome). It had several nice features, like interesting combat options (not unlike those available in 3e) and lots of monsters that could only be defeated by using special tactics. The mechanics were a bit too complicated and the races/classes weren't remotely balanced, though. Several years after that I started creating two 'light-weight' rpg systems but they were never detailed enough to make it to actual playtesting. One of them was meant to be used as a basis for a computer game, the other for a storytelling style rpg. [/QUOTE]
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