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How many of you have tried designing youor own game?
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<blockquote data-quote="s/LaSH" data-source="post: 1784849" data-attributes="member: 6929"><p>Currently I'm playtesting my Twilight system, with an eye towards eventual release (probably as PDF). So yeah, I think it's safe to say I've tried my hand at this sort of thing.</p><p></p><p>The hardest bits, of course, are making something new - because otherwise what's the point? To that end, I've looked at a whole bunch of subsystems, gotten feedback, and done testing, and wound up with something that <em>should</em> play like a movie or book, down to a need to talk to your enemies in combat. Is it marvelous abstraction, gritty realism, or the World's Most Elegant Mechanic? No. But the numbers line up the way I want them to, the system does some new things that are central to gameplay, and once I've completed playtesting I'll know if they work the right way...</p><p></p><p>(In the past, I've done a chunk of design on other projects, including a previous version of Twilight, an ancestor project called Nocturne, and some weird stuff involving stuffed animals. The previous Twilight was criticised as being too combat-oriented and having stat imbalances - Agility was the uber-stat. So I fixed that. Nocturne was just too number-heavy - it required multiplying by d100+50/100, and the magic system was completely out of whack and didn't distinguish between instant and temporary effects, thus leading to the Lycanthrope Incident, in which a fire mage with plenty of space failed to injure a transforming mage who slowly turned into a giant wolfbeast, ran up, tore the fire mage's arm off, and beat him unconscious with it.)</p></blockquote><p></p>
[QUOTE="s/LaSH, post: 1784849, member: 6929"] Currently I'm playtesting my Twilight system, with an eye towards eventual release (probably as PDF). So yeah, I think it's safe to say I've tried my hand at this sort of thing. The hardest bits, of course, are making something new - because otherwise what's the point? To that end, I've looked at a whole bunch of subsystems, gotten feedback, and done testing, and wound up with something that [i]should[/i] play like a movie or book, down to a need to talk to your enemies in combat. Is it marvelous abstraction, gritty realism, or the World's Most Elegant Mechanic? No. But the numbers line up the way I want them to, the system does some new things that are central to gameplay, and once I've completed playtesting I'll know if they work the right way... (In the past, I've done a chunk of design on other projects, including a previous version of Twilight, an ancestor project called Nocturne, and some weird stuff involving stuffed animals. The previous Twilight was criticised as being too combat-oriented and having stat imbalances - Agility was the uber-stat. So I fixed that. Nocturne was just too number-heavy - it required multiplying by d100+50/100, and the magic system was completely out of whack and didn't distinguish between instant and temporary effects, thus leading to the Lycanthrope Incident, in which a fire mage with plenty of space failed to injure a transforming mage who slowly turned into a giant wolfbeast, ran up, tore the fire mage's arm off, and beat him unconscious with it.) [/QUOTE]
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