Modin Godstalker said:
Out of curiosity, I would like to know how many of you on these forums have actually made a real attempt at designing your own RPG.
If you have, what were the biggest problems you had when trying to design the mechanics of the game?
I've designed two games that I've allowed to see the light of day. You can get them
here.
The hardest part about designing mechanics, for me, was making sure that they supported the sorts of things I wanted the players to focus on in-game. To take a simple example,
X-mas is about a war between rival factions of Christmas elves. To really get the best out of the concept, I couldn't bog down the mechanics with a lot of extraneous material. I also didn't want to copy ideas and rules that other systems handled as well as or better than my own.
In addition, I had to be sure that the underlying assumptions behind the rules made sense within the context of what I want the game to do. It's one of the reasons why both D20 and Storyteller can be frustrating for me. With D20, I have to deal with the idea that leveling up makes characters tougher and more competent in all ways, not just a few chosen by the character (escalating BAB, saves, skill points, and HP to name a few). This is fine when it comes to playing a standard D&D game, but when you want to try something different, you definitely have to take this into consideration. With Storyteller, the dice pool mechanic can work for or against you regardless of how competent you are. This is fine if you are a lucky roller, but if you have a 10-dice pool and fail more often than you succeed, this can be irritating. CODA (well Decipher's LotR RPG), by contrast, has proven elegant and intuitive despite some glaring mechanical issues more easily corrected than in D20 or Storyteller. With
Kathanaksaya, less competent yet more well-developed characters could regularly outshine more competent, less well-developed characters. This is something I wanted the system to encourage because power is defined less by the cool stuff that a character can do and more about how much control she has over the course of her own story. Hopefully, the system reflects that.