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<blockquote data-quote="AeroDm" data-source="post: 5598864" data-attributes="member: 13650"><p><strong>Update 3/21/2012</strong>. It has been a while but I figured I would update this thread to be a complete repository of the project. I put Runeward on hiatus until I see how 5e goes, but there is a mostly finished alpha draft available on the site. I am wrapping up some parting comments on the alpha draft to make sure I've communicated everything in it, but I welcome any questions or comments. In sum, it was really fun and I think it is a neat little project with some innovative ideas. I know it can't stand up to the production value of 5e, though, and since the heart of the project was seeing if you could crowd source an RPG, that is sort of dead in the water. Thanks to all the folks that chimed in and, if 5e tanks, maybe we'll all pick it up sooner than we hoped.</p><p></p><p><strong>Way older updates</strong>. Updated first post as a table of contents for newcomers to the site. There is a smattering of additional content on the site but some of it is already obsolete due to the great feedback I've received so far.</p><p></p><p><span style="font-size: 15px"><u>One-shot analyses of game design</u></span></p><p>These articles are mostly one-off mathematical arguments for some specific topic that caught my fancy. They often include references of how it would apply to a specific game, but the main point of the article is neutral.</p><ul> <li data-xf-list-type="ul"><a href="http://runeward.blogspot.com/2011/06/armor-as-dr.html" target="_blank">Armor as DR</a> and then a follow up for <a href="http://runeward.blogspot.com/2011/06/armor-as-dr-what-it-means-for-game.html" target="_blank">how those lessons impact the game</a>.</li> <li data-xf-list-type="ul">The <a href="http://runeward.blogspot.com/2011/06/dominant-strategy-of-stat-raises.html" target="_blank">dominant strategy of stat raises</a> and, later, a <a href="http://runeward.blogspot.com/2011/07/ability-scaling.html" target="_blank">different approach to increasing abilities</a></li> <li data-xf-list-type="ul"><a href="http://runeward.blogspot.com/2011/06/speeding-up-combat-with-fewer-dice.html" target="_blank">Speeding up combat with fewer dice</a></li> <li data-xf-list-type="ul">The indifference line between attack and damage (<a href="http://runeward.blogspot.com/2011/06/indifference-line.html" target="_blank">part 1</a>) and (<a href="http://runeward.blogspot.com/2011/06/difference-in-indifference.html" target="_blank">part 2</a>)</li> <li data-xf-list-type="ul">How to <a href="http://runeward.blogspot.com/2011/06/flattening-power-curve.html" target="_blank">flatten the power curve</a> by replacing bonuses with re-rolls</li> <li data-xf-list-type="ul"><a href="http://runeward.blogspot.com/2011/06/design-spiral.html" target="_blank">The design spiral</a></li> <li data-xf-list-type="ul">Examining the fundamental <a href="http://runeward.blogspot.com/2011/06/math-of-game.html" target="_blank">math underlying combat</a></li> </ul><p></p><p><u><span style="font-size: 15px">Articles on general game design theory</span></u></p><p>These are general opinion articles on the theory of game design. Lots of room for other opinions and discussion...</p><ul> <li data-xf-list-type="ul"><a href="http://runeward.blogspot.com/2011/05/on-systems.html" target="_blank">How systems help the game</a></li> <li data-xf-list-type="ul"><a href="http://runeward.blogspot.com/2011/05/cost-of-rules.html" target="_blank">The cost of rules</a></li> <li data-xf-list-type="ul"><a href="http://runeward.blogspot.com/2011/05/core-competencies-of-game-systems.html" target="_blank">Core competencies of a game system</a></li> <li data-xf-list-type="ul"><a href="http://runeward.blogspot.com/2011/05/alignment-most-important-thing-in-rpg.html" target="_blank">Aligning rule incentives with player behavior</a></li> <li data-xf-list-type="ul"><a href="http://runeward.blogspot.com/2011/05/three-sources-of-power-creep.html" target="_blank">Three sources of power creep</a></li> <li data-xf-list-type="ul">Trying to halt power creep (<a href="http://runeward.blogspot.com/2011/05/trying-to-halt-creep.html" target="_blank">part 1</a>) and (<a href="http://runeward.blogspot.com/2011/05/trying-to-halt-creep-ii.html" target="_blank">part 2</a>)</li> <li data-xf-list-type="ul"><a href="http://runeward.blogspot.com/2011/05/great-design-bad-rules.html" target="_blank">How great design can result in bad rules</a></li> <li data-xf-list-type="ul">Where <a href="http://runeward.blogspot.com/2011/06/onus-of-rules.html" target="_blank">the burden of rules</a> should fall</li> <li data-xf-list-type="ul">Making <a href="http://runeward.blogspot.com/2011/06/favorable-system-assumptions.html" target="_blank">favorable assumptions</a> when designing a system</li> <li data-xf-list-type="ul">The different <a href="http://runeward.blogspot.com/2011/06/economies-of-d.html" target="_blank">economies of D&D</a> (i.e. character creation, combat, and time)</li> <li data-xf-list-type="ul">The <a href="http://runeward.blogspot.com/2011/06/power-words.html" target="_blank">importance of words</a> in game design</li> <li data-xf-list-type="ul">Different <a href="http://runeward.blogspot.com/2011/06/rule-levers.html" target="_blank">mechanisms that can be added to the game</a> to more easily balance powers</li> </ul><p></p><p><span style="font-size: 15px"><u>Articles on zone combat</u></span></p><p>Zone combat is probably the thing I've developed that people have taken the most interest in, so it gets its own section. It is an evolving rule set, but could be used in other systems with a little effort</p><ul> <li data-xf-list-type="ul"><a href="http://runeward.blogspot.com/2011/07/zones-reintroduction.html" target="_blank">Primary overview of zones</a></li> <li data-xf-list-type="ul"><a href="http://runeward.blogspot.com/2011/07/normal-0-false-false-false-en-us-x-none.html" target="_blank">Primary introduction of zones</a></li> <li data-xf-list-type="ul">How zones enable you to <a href="http://runeward.blogspot.com/2011/07/zones-turning-dials-of-complexity.html" target="_blank">tailor complexity during play</a></li> <li data-xf-list-type="ul">Initial <a href="http://runeward.blogspot.com/2011/07/zone-combat.html" target="_blank">article on zones</a> and post to sample document</li> <li data-xf-list-type="ul">The <a href="http://runeward.blogspot.com/2011/07/zonal-issues-potential-fix.html" target="_blank">first update</a> to zones incorporating feedback and a <a href="http://runeward.blogspot.com/2011/07/zonal-issue-part-ii.html" target="_blank">longer explanation of the update</a></li> </ul><p></p><p><span style="font-size: 15px"><u>Articles specific to my game</u></span></p><p>These are articles that take a lot of the lessons and theories discussed above and apply them to producing an alt-D&D game. </p><ul> <li data-xf-list-type="ul"><a href="http://runeward.blogspot.com/2011/06/all-things-hit-points.html" target="_blank">All things hit points</a></li> <li data-xf-list-type="ul"><a href="http://runeward.blogspot.com/2011/06/monsters-and-wounds.html" target="_blank">Monsters and wounds</a></li> <li data-xf-list-type="ul"><a href="http://runeward.blogspot.com/2011/06/adding-flavor-through-talents.html" target="_blank">Adding flavor through talents</a></li> <li data-xf-list-type="ul"><a href="http://runeward.blogspot.com/2011/07/encumbrance-made-simple.html" target="_blank">Encumbrance made simple</a></li> <li data-xf-list-type="ul">Focusing in on <a href="http://runeward.blogspot.com/2011/06/economy-of-actions.html" target="_blank">just what each action does</a></li> <li data-xf-list-type="ul">An <a href="http://runeward.blogspot.com/2011/06/formal-introduction-to-affinities.html" target="_blank">introduction to affinities</a>--a variant take on 4e skills that works as a 4e house rule. Affinities are slowly evolving away from this introduction but maintain the spirit of it.</li> </ul><p></p><p><u><span style="font-size: 15px">Tools or utilities for GMs</span></u></p><p>Some general resources for GMs of any game, setting, or campaign.</p><ul> <li data-xf-list-type="ul"><a href="http://runeward.blogspot.com/2011/05/name-generator.html" target="_blank">Random name generator</a> with easy customization to create different linguistic profile for different races or regions of a campaign setting</li> <li data-xf-list-type="ul">Random <a href="http://runeward.blogspot.com/2011/05/random-town-name-generator.html" target="_blank">town name generator</a> with the same functionality.</li> <li data-xf-list-type="ul">A <a href="http://runeward.blogspot.com/2011/05/making-do-with-what-youve-got.html" target="_blank">starter file</a> for making area maps in power point</li> <li data-xf-list-type="ul">A mostly <a href="http://runeward.blogspot.com/2011/05/losing-like-winner.html" target="_blank">tongue-in-cheek list of quips</a> for those moments when your NPC just lost, but you sort of want to get a dig in anyways...</li> <li data-xf-list-type="ul">A document of <a href="http://runeward.blogspot.com/2011/06/pre-made-symbols.html" target="_blank">symbols in powerpoint</a> such that sizes and colorization can be easily changed</li> </ul><p></p><p><span style="font-size: 15px"><u>Stuff unique to my campaign</u></span></p><p>Samples from my own setting that I sometimes use to illustrate a point or just wanted to share. Be nice.</p><ul> <li data-xf-list-type="ul">Designing my <a href="http://runeward.blogspot.com/2011/05/systems-in-my-fluff-its-more-likely.html" target="_blank">campaign calendar</a> to be easy to memorize and use in play. Also, a graphical representation of the calendar. </li> <li data-xf-list-type="ul"><a href="http://runeward.blogspot.com/2011/06/fifth-stat.html" target="_blank">Hubris house rule</a></li> </ul></blockquote><p></p>
[QUOTE="AeroDm, post: 5598864, member: 13650"] [B]Update 3/21/2012[/B]. It has been a while but I figured I would update this thread to be a complete repository of the project. I put Runeward on hiatus until I see how 5e goes, but there is a mostly finished alpha draft available on the site. I am wrapping up some parting comments on the alpha draft to make sure I've communicated everything in it, but I welcome any questions or comments. In sum, it was really fun and I think it is a neat little project with some innovative ideas. I know it can't stand up to the production value of 5e, though, and since the heart of the project was seeing if you could crowd source an RPG, that is sort of dead in the water. Thanks to all the folks that chimed in and, if 5e tanks, maybe we'll all pick it up sooner than we hoped. [B]Way older updates[/B]. Updated first post as a table of contents for newcomers to the site. There is a smattering of additional content on the site but some of it is already obsolete due to the great feedback I've received so far. [SIZE="4"][U]One-shot analyses of game design[/U][/SIZE] These articles are mostly one-off mathematical arguments for some specific topic that caught my fancy. They often include references of how it would apply to a specific game, but the main point of the article is neutral. [LIST] [*][URL="http://runeward.blogspot.com/2011/06/armor-as-dr.html"]Armor as DR[/URL] and then a follow up for [URL="http://runeward.blogspot.com/2011/06/armor-as-dr-what-it-means-for-game.html"]how those lessons impact the game[/URL]. [*]The [URL="http://runeward.blogspot.com/2011/06/dominant-strategy-of-stat-raises.html"]dominant strategy of stat raises[/URL] and, later, a [URL="http://runeward.blogspot.com/2011/07/ability-scaling.html"]different approach to increasing abilities[/URL] [*][URL="http://runeward.blogspot.com/2011/06/speeding-up-combat-with-fewer-dice.html"]Speeding up combat with fewer dice[/URL] [*]The indifference line between attack and damage ([URL="http://runeward.blogspot.com/2011/06/indifference-line.html"]part 1[/URL]) and ([URL="http://runeward.blogspot.com/2011/06/difference-in-indifference.html"]part 2[/URL]) [*]How to [URL="http://runeward.blogspot.com/2011/06/flattening-power-curve.html"]flatten the power curve[/URL] by replacing bonuses with re-rolls [*][URL="http://runeward.blogspot.com/2011/06/design-spiral.html"]The design spiral[/URL] [*]Examining the fundamental [URL="http://runeward.blogspot.com/2011/06/math-of-game.html"]math underlying combat[/URL] [/LIST] [U][SIZE="4"]Articles on general game design theory[/SIZE][/U] These are general opinion articles on the theory of game design. Lots of room for other opinions and discussion... [LIST] [*][URL="http://runeward.blogspot.com/2011/05/on-systems.html"]How systems help the game[/URL] [*][URL="http://runeward.blogspot.com/2011/05/cost-of-rules.html"]The cost of rules[/URL] [*][URL="http://runeward.blogspot.com/2011/05/core-competencies-of-game-systems.html"]Core competencies of a game system[/URL] [*][URL="http://runeward.blogspot.com/2011/05/alignment-most-important-thing-in-rpg.html"]Aligning rule incentives with player behavior[/URL] [*][URL="http://runeward.blogspot.com/2011/05/three-sources-of-power-creep.html"]Three sources of power creep[/URL] [*]Trying to halt power creep ([URL="http://runeward.blogspot.com/2011/05/trying-to-halt-creep.html"]part 1[/URL]) and ([URL="http://runeward.blogspot.com/2011/05/trying-to-halt-creep-ii.html"]part 2[/URL]) [*][URL="http://runeward.blogspot.com/2011/05/great-design-bad-rules.html"]How great design can result in bad rules[/URL] [*]Where [URL="http://runeward.blogspot.com/2011/06/onus-of-rules.html"]the burden of rules[/URL] should fall [*]Making [URL="http://runeward.blogspot.com/2011/06/favorable-system-assumptions.html"]favorable assumptions[/URL] when designing a system [*]The different [URL="http://runeward.blogspot.com/2011/06/economies-of-d.html"]economies of D&D[/URL] (i.e. character creation, combat, and time) [*]The [URL="http://runeward.blogspot.com/2011/06/power-words.html"]importance of words[/URL] in game design [*]Different [URL="http://runeward.blogspot.com/2011/06/rule-levers.html"]mechanisms that can be added to the game[/URL] to more easily balance powers [/LIST] [SIZE="4"][U]Articles on zone combat[/U][/SIZE] Zone combat is probably the thing I've developed that people have taken the most interest in, so it gets its own section. It is an evolving rule set, but could be used in other systems with a little effort [LIST] [*][URL="http://runeward.blogspot.com/2011/07/zones-reintroduction.html"]Primary overview of zones[/URL] [*][URL="http://runeward.blogspot.com/2011/07/normal-0-false-false-false-en-us-x-none.html"]Primary introduction of zones[/URL] [*]How zones enable you to [URL="http://runeward.blogspot.com/2011/07/zones-turning-dials-of-complexity.html"]tailor complexity during play[/URL] [*]Initial [URL="http://runeward.blogspot.com/2011/07/zone-combat.html"]article on zones[/URL] and post to sample document [*]The [URL="http://runeward.blogspot.com/2011/07/zonal-issues-potential-fix.html"]first update[/URL] to zones incorporating feedback and a [URL="http://runeward.blogspot.com/2011/07/zonal-issue-part-ii.html"]longer explanation of the update[/URL] [/LIST] [SIZE="4"][U]Articles specific to my game[/U][/SIZE] These are articles that take a lot of the lessons and theories discussed above and apply them to producing an alt-D&D game. [LIST] [*][URL="http://runeward.blogspot.com/2011/06/all-things-hit-points.html"]All things hit points[/URL] [*][URL="http://runeward.blogspot.com/2011/06/monsters-and-wounds.html"]Monsters and wounds[/URL] [*][URL="http://runeward.blogspot.com/2011/06/adding-flavor-through-talents.html"]Adding flavor through talents[/URL] [*][URL="http://runeward.blogspot.com/2011/07/encumbrance-made-simple.html"]Encumbrance made simple[/URL] [*]Focusing in on [URL="http://runeward.blogspot.com/2011/06/economy-of-actions.html"]just what each action does[/URL] [*]An [URL="http://runeward.blogspot.com/2011/06/formal-introduction-to-affinities.html"]introduction to affinities[/URL]--a variant take on 4e skills that works as a 4e house rule. Affinities are slowly evolving away from this introduction but maintain the spirit of it. [/LIST] [U][SIZE="4"]Tools or utilities for GMs[/SIZE][/U] Some general resources for GMs of any game, setting, or campaign. [LIST] [*][URL="http://runeward.blogspot.com/2011/05/name-generator.html"]Random name generator[/URL] with easy customization to create different linguistic profile for different races or regions of a campaign setting [*]Random [URL="http://runeward.blogspot.com/2011/05/random-town-name-generator.html"]town name generator[/URL] with the same functionality. [*]A [URL="http://runeward.blogspot.com/2011/05/making-do-with-what-youve-got.html"]starter file[/URL] for making area maps in power point [*]A mostly [URL="http://runeward.blogspot.com/2011/05/losing-like-winner.html"]tongue-in-cheek list of quips[/URL] for those moments when your NPC just lost, but you sort of want to get a dig in anyways... [*]A document of [URL="http://runeward.blogspot.com/2011/06/pre-made-symbols.html"]symbols in powerpoint[/URL] such that sizes and colorization can be easily changed [/LIST] [SIZE="4"][U]Stuff unique to my campaign[/U][/SIZE] Samples from my own setting that I sometimes use to illustrate a point or just wanted to share. Be nice. [LIST] [*]Designing my [URL="http://runeward.blogspot.com/2011/05/systems-in-my-fluff-its-more-likely.html"]campaign calendar[/URL] to be easy to memorize and use in play. Also, a graphical representation of the calendar. [*][URL="http://runeward.blogspot.com/2011/06/fifth-stat.html"]Hubris house rule[/URL] [/LIST] [/QUOTE]
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