fireinthedust
Explorer
TwoWolves: yes. Exactly. If you use dice you run into the same issues over and over again when designing a system: resolution using Dice has necessary consequences that in some way repeat themselves over and over in most if not all systems.
I'm finding myself at a point where, whatever I write, I'm seeing patterns similar to every single game I've ever played somewhere. How do I avoid doing what other companies are already doing if, on some level, all of them do it already?
Like, look at the turn system: Standard, Move, and maybe Minor actions as well. It's just something that happens: you can attack, and likely move, too; or you can full attack or something. There's initiative sorting of some sort.
Basically, I feel like no matter what I do I'm liable to get dinged somewhere by someone for something everyone does; for something that needs to be done by everyone simply because RPGs are RPGs.
I'm finding myself at a point where, whatever I write, I'm seeing patterns similar to every single game I've ever played somewhere. How do I avoid doing what other companies are already doing if, on some level, all of them do it already?
Like, look at the turn system: Standard, Move, and maybe Minor actions as well. It's just something that happens: you can attack, and likely move, too; or you can full attack or something. There's initiative sorting of some sort.
Basically, I feel like no matter what I do I'm liable to get dinged somewhere by someone for something everyone does; for something that needs to be done by everyone simply because RPGs are RPGs.