Home made game systems

Do home-made supliments to existing RPGs count? :-S

I tried making rules systems from scratch. I even used FUDGE to try making a system from scratch, but I always seem to miss things or forget major details and generally what I make becomes un-fun.

However I can make or improve on ideas for existing RPGs like a mad scientist!

I feel like a leech :.-(
 

log in or register to remove this ad

When I was young I used to design a lot of different games of different kinds. Board games, RPGs, wargames, etc. I cannot recall them all but the best game I ever designed in my opinion was a table game in which one player took on the role of a Naval Cruiser or Destroyer (a sub-hunter) and the other the role of a Killer sub or fast nuclear sub.

You had missions ranging from ship sinking, sub-hunting, fast-team deployment, and naval combat, to tactical nuclear strikes delivered by sub. The best thing about the game was that you had to plot three dimensional firing solutions using nothing more than information you heard called out from stations and positions you could obtain by knowing direction, speed, coordinates, etc of enemy vessels. It was played mostly in your head, like real submarine combat. I know technology greatly helps and enhances nowadays, but a boat captain still has to account for a lot of variables in his head, especially if simultaneously being chased or pinged by adversaries while under way and in action. The game was called "The Solution."

Over a long period of time I developed these game variants, which we still play:

The Other World - part D&D and part historical wargame. Set in Constantinople, and basically designed on D&D but with a lot of setting/rules variations. Some people tell me it is a separate game, I think of it basically as a semi-historical D&D variant.

Spheres of Influence - A sort of hybrid between Star Fleet Battles and Traveler set in the Frontiers and in unknown space.


Over an almost equally long period of time I also designed and developed these original games which we still play:

Hammerstroke - a modern day Intel/espionage/military/law enforcement game. Based mostly on real experiences, and designed to play that way.

Enigma - a superhero game also set in our current era.

Outland Frontier - A pulp game set circa 1890-1920.

Artifice - a sci-fi game in which players take on the roles of artificially intelligent machines, non-biological life-forms, or IA (Intelligent Artifacts - usually alien). Based a personal theory I have about stages of technological development and what they eventually lead to.


Right now, in my spare time (I write games and that kind of thing as a hobby in my spare time), I am working on a new game for the Conjunction contest called Transformations. It is based on a modular approach and when I finished it I will revise the Other World and combine them into one game.

I am also writing a Parallel Reality Game called Metamorphosis which is based on the historical development of my own city, and set in my home town, and it is viral in nature.

And currently I am writing and developing the video game script for a game I invented called, Vadder. (Not Vader, it is about Vadding. I Vad and have since I was a kid. I often consider things like D&D "imaginary vadding" or "Vadding in your imagination" rather than for real.)

I have never sought professional publication for any of my game designs or developments (until recently I've never had the desire) but I suspect that will change in the next year to two years.

Professionally I occasionally develop Training Simulations or Case Study simulations for business, law enforcement, security, and the military. These aren't games so much as simulations with gaming elements, but I often think of them as professional games whose intent is to train the player for real world applications.
 

Since my first contact wirh rpg, about 15 years ago, I have created several game systems. Many of them, as I see them now, were terribly bad designed, but they were really fun for me and my friends then.

There were a few that were simple, complete text on 4 to 6 pages, built around one theme or one trick each. The one I remember best - and that was very playable - had a classic fantasy setting and all PCs skilled in magic. The trick was that every spell had to be described by a short rhyme, made up by the player, each one usable only once. I never thought my friends could get that skilled in improvised poetry as they did in just a few gaming sessions...

One system I created together with my wife during last 4 years. It is nearly complete now, and a little simplified compared to its previous versions. We'll probably publish it this year.

There are also a few that are nor original, but rather modifications of existing mechanics and settings. We use a modified Dogs in the Vineyard mechanics for Mage: the Ascension, for example, and currently create a mechanics for Earthdawn based on D&D 4e.
 

There were a few that were simple, complete text on 4 to 6 pages, built around one theme or one trick each. The one I remember best - and that was very playable - had a classic fantasy setting and all PCs skilled in magic. The trick was that every spell had to be described by a short rhyme, made up by the player, each one usable only once. I never thought my friends could get that skilled in improvised poetry as they did in just a few gaming sessions...

behold the demon Etrigan...

That not only sounds interesting and fun, but it is also the way magic should work in my opinion.

Not like a mathematical formula, but like poetry.
 

I designed a couple of gaming systems.... one for "in-house" and the other for publication... and as soon as I am happy with it, it will be.

The first one had stats like: Strength, Constitution, Dexterity and BS (not hard to figure out). Hit points were your Con, to hit was your STR (or Dex), weapons were d6... We were drunk and screwing around.

The other one started as a way to design characters for 1ed/2ed (it was around that switch). Then it turned into a full game based on the premise behind the movie Red Dawn. Now, it is a generic kind of game (or possibly a Red Dawn-style game brought into the 2000's). I stopped designing it a while ago due to allowing my family and personal obligations get in the way; however, I am back on track with it.
 


HAving just finished my first "complete" home-made system ("The Awakening", I can honestly say that to get something decent is a fair amount of work. I have over 40 pages of work done on this game, and I know I could easily add another 40, and then another 40 more, and still only be scratching the surface!

It's hard, but it's rewarding. You can make a game that, if you do it right, is EXACTLY what you want in a game. But you can't just say "Hey, I want to design a game", and then have at it. You need to know what your game has to reflect.

Do you want a gritty wild west game? Or a space opera setting? Do you want heavy game mechanics? Or loose "freestyle" mechanics?

You need to know how games work, and know the shortcomings of games. And, you need to be able to look at your own work with a critical eye, and be more than ready to cut something if it doesn't work. And, you have to keep working at it, even when you're sure it's a failed hope (this last one is the big one, and it's not just a problem with game design, but with writing as a whole).

One last point - don't try to make a game that reflects "realism". Because it is impossible. You cannot make a ruleset that is capable of being run by a human being that perfectly reflects realism. The best you can do is make a game that reflects a certain type of "realism" consistently.
 

Yo my homeland is so far, you had to design a game system to play an RPG. They wasn't sold or marketed, I only read about them in video gaming magazines %) My first and longest campaign lasted three years, was a solo-adventure, and, well, something with six classic attributes, but mostly diceless. I remember the map and the best story moments quite well.

Then again, I made games since I was 8, now work as a game-designer for videogames and, with all that Internet and digital distribution, consider myself in heaven.
 

Then again, I made games since I was 8, now work as a game-designer for videogames and, with all that Internet and digital distribution, consider myself in heaven.

Care to expand on that? What videogames are you credited in and what companies have you worked for?
 
Last edited:

Care to expand on that? What videogames are you credited in and what companies have you worked for?
In PDFs, I will be mentioned in thanks section of updated Familiars RPG, when it comes out. In videogames, I freelance for three years and has written full design documents for several small browser-based games and, full or partial, for three larger projects. One of them is coming up this spring, one is stalled, and one I joined when it was active for a yeah and half (they decided to make an expansion). Need a link? It's in russian, though.

Yes, I'm a junior game-designer, but I work to have a future in this department %) My dream job, really.
UPD: oh, yeah, here's my profile at national gamedevelopers resource, DTF.ru.
 
Last edited:

Pets & Sidekicks

Remove ads

Top