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How many of you have tried designing youor own game?
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<blockquote data-quote="Wombat" data-source="post: 1784301" data-attributes="member: 8447"><p>For the last few years (4-5) I've been working on my infamous "Musketeers & Magic" game, one set in not-quite-Italy during the not-quite-Italian-Wars of the 15th & 16th centuries.</p><p></p><p>I have decided that using tarot cards as a randomizing agent works well (esp. since I have found so many sets of rules to <em>tarroc </em> and other similar card games of the era) and that social status is at least as important as martial and magical skills.</p><p></p><p>The problem is a strange one. I don't want "realism", but rather "assumed realism". In other words, I want dueling to work the way people assumed it worked at the time, including all sorts of fancy trick maneuvers of dubious quality. Equally, I am trying to base the magic on the styles and manners of assumed magic at the time (i.e. necromancy mainly is used for calling up the dead to either get the dirt on your opponents or to find out where treasure is buried, etc.). The whole notion is to come up with a game that fits the mindset of an era.</p><p></p><p>**sigh**</p><p></p><p>I'm gonna be working on this for at least another four years...</p></blockquote><p></p>
[QUOTE="Wombat, post: 1784301, member: 8447"] For the last few years (4-5) I've been working on my infamous "Musketeers & Magic" game, one set in not-quite-Italy during the not-quite-Italian-Wars of the 15th & 16th centuries. I have decided that using tarot cards as a randomizing agent works well (esp. since I have found so many sets of rules to [I]tarroc [/I] and other similar card games of the era) and that social status is at least as important as martial and magical skills. The problem is a strange one. I don't want "realism", but rather "assumed realism". In other words, I want dueling to work the way people assumed it worked at the time, including all sorts of fancy trick maneuvers of dubious quality. Equally, I am trying to base the magic on the styles and manners of assumed magic at the time (i.e. necromancy mainly is used for calling up the dead to either get the dirt on your opponents or to find out where treasure is buried, etc.). The whole notion is to come up with a game that fits the mindset of an era. **sigh** I'm gonna be working on this for at least another four years... [/QUOTE]
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