Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Home made game systems
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jhaelen" data-source="post: 4555712" data-attributes="member: 46713"><p>I did. </p><p></p><p>Before I ever got into contact with rpgs I created 'copies' of card and board games I enjoyed. Initially, my main motivation for this was saving money. It helped me to improve my creative skills (drawing, etc.). More importantly it helped me to strip down a game to its core, recognizing what was just fluff and what were the important mechanisms that made the game work.</p><p></p><p>Later, I also started tweaking rules and came up with a few original concepts for new board games, some of which I implemented and playtested (with moderate success).</p><p></p><p>When I first got my hands on one of the Fantasy Fighting books, I wrote one myself (a small one), slightly tweaking the concept: I didn't like that in most situations you couldn't turn around and revisit previous locations.</p><p></p><p>After my first rpg session (back in 1984, playing DSA) I immediately got to work to recreate what I remembered. It didn't work very well, though. There were too many new concepts that I didn't have a clue about. It was quite wonky and the math was completely off.</p><p></p><p>After being introduced to AD&D 1E and playing a few sessions things got decidedly better. I started creating an rpg system that more closely resembled how AD&D had been advertised to me:</p><p>Mainly I wanted it to have a more flexible magic system and more tactical options in combat. The system that finally evolved from this was quite a hit among my friends and we played it for about three years. It also inspired at least three of my players to create their own rpg systems, though only one of them survived longer than a couple of sessions.</p><p></p><p>What basically killed my system was bloat:</p><p>Whenever I came into contact with something I liked (movies, novels, other rpg systems), I started to integrate some version of it into my system. In the end I started to loathe the crazy hodge-podge it had become.</p><p>I was also not satisfied about the simulationist aspects of the game. While I did a lot of research to create a somewhat realistic setting it simply wasn't enough. It was also sometimes difficult to get the required information (a problem of the past in the internet-age).</p><p></p><p>In my world-building phase I became interested in pretty much everything.</p><p></p><p>After that I made several attempts to design a new system but they never survived the concept stages. Time (or rather the lack thereof) also started to become a problem:</p><p>I became frustrated because I realized it wasn't really possible to create a competitive system single-handedly and balancing required lots and lots of playtesting (and willing playtesters).</p><p>So, I ended up collecting and analyzing 'professional' rpg systems available on the market. Which is pretty much what I'm still doing today.</p><p></p><p>It helps that I enjoy mathematical problems. One of the first things I do when I dissect new systems is calculating probabilities and making statistics. But this interest in math predates my interest in rpgs.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 4555712, member: 46713"] I did. Before I ever got into contact with rpgs I created 'copies' of card and board games I enjoyed. Initially, my main motivation for this was saving money. It helped me to improve my creative skills (drawing, etc.). More importantly it helped me to strip down a game to its core, recognizing what was just fluff and what were the important mechanisms that made the game work. Later, I also started tweaking rules and came up with a few original concepts for new board games, some of which I implemented and playtested (with moderate success). When I first got my hands on one of the Fantasy Fighting books, I wrote one myself (a small one), slightly tweaking the concept: I didn't like that in most situations you couldn't turn around and revisit previous locations. After my first rpg session (back in 1984, playing DSA) I immediately got to work to recreate what I remembered. It didn't work very well, though. There were too many new concepts that I didn't have a clue about. It was quite wonky and the math was completely off. After being introduced to AD&D 1E and playing a few sessions things got decidedly better. I started creating an rpg system that more closely resembled how AD&D had been advertised to me: Mainly I wanted it to have a more flexible magic system and more tactical options in combat. The system that finally evolved from this was quite a hit among my friends and we played it for about three years. It also inspired at least three of my players to create their own rpg systems, though only one of them survived longer than a couple of sessions. What basically killed my system was bloat: Whenever I came into contact with something I liked (movies, novels, other rpg systems), I started to integrate some version of it into my system. In the end I started to loathe the crazy hodge-podge it had become. I was also not satisfied about the simulationist aspects of the game. While I did a lot of research to create a somewhat realistic setting it simply wasn't enough. It was also sometimes difficult to get the required information (a problem of the past in the internet-age). In my world-building phase I became interested in pretty much everything. After that I made several attempts to design a new system but they never survived the concept stages. Time (or rather the lack thereof) also started to become a problem: I became frustrated because I realized it wasn't really possible to create a competitive system single-handedly and balancing required lots and lots of playtesting (and willing playtesters). So, I ended up collecting and analyzing 'professional' rpg systems available on the market. Which is pretty much what I'm still doing today. It helps that I enjoy mathematical problems. One of the first things I do when I dissect new systems is calculating probabilities and making statistics. But this interest in math predates my interest in rpgs. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Home made game systems
Top