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Have you ever written a standalone set of RPG rules?
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<blockquote data-quote="Blue" data-source="post: 7589133" data-attributes="member: 20564"><p>Created several, in various stages of completion. The first being back in '82 when I wasn't even a teen making "Heroes & Hydras" (derivative much?) - what now people would call a Fantasy Heartbreak.</p><p></p><p>Which is a motivation of a lot. "I can do this, but BETTER." Regardless if you intend to publish or not. Competing with D&D in the marketplace was the last thing I was thinking about at that age.</p><p></p><p>I've done several over the years, though rarely got beyond the "limited playtest" stage and many others not even reaching that point.</p><p></p><p>Right now I have two perpetual ongoing projects - one an outlet for my narrative ideas, and one a crunchy one with different modules for genres and specific settings. I find that if I have specific rules, I really want them to actively bring home the flavor, not just allow it, so having setting specific rules is important for my crunchy RPG design endeavors.</p><p></p><p>As a side note, I have taken base mechanics from the crunchy one, upped the crunch while streamlining out resolving creative actions and made a Battletech-like wargame.</p></blockquote><p></p>
[QUOTE="Blue, post: 7589133, member: 20564"] Created several, in various stages of completion. The first being back in '82 when I wasn't even a teen making "Heroes & Hydras" (derivative much?) - what now people would call a Fantasy Heartbreak. Which is a motivation of a lot. "I can do this, but BETTER." Regardless if you intend to publish or not. Competing with D&D in the marketplace was the last thing I was thinking about at that age. I've done several over the years, though rarely got beyond the "limited playtest" stage and many others not even reaching that point. Right now I have two perpetual ongoing projects - one an outlet for my narrative ideas, and one a crunchy one with different modules for genres and specific settings. I find that if I have specific rules, I really want them to actively bring home the flavor, not just allow it, so having setting specific rules is important for my crunchy RPG design endeavors. As a side note, I have taken base mechanics from the crunchy one, upped the crunch while streamlining out resolving creative actions and made a Battletech-like wargame. [/QUOTE]
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