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How many of you have tried designing youor own game?
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<blockquote data-quote="ThoughtBubble" data-source="post: 1784962" data-attributes="member: 9723"><p>I've spent quite a bit of time creating games. I have a pretty good sampling of them tucked away in notebooks somewhere. </p><p></p><p>The most successful one I made was during highschool. After a couple of weeks of thought, it was put together during a weekend and refined the next week in playtests. The whole system was made with the idea of reducing the dependance on die rolls, being pretty quick, and relying a lot on fiat and judgement calls. Essentially, you had different levels of attributes that would add to a die roll. A wizard might find a spell's value by adding magic+magic attack+Channeling+light+"rainbow beam"+Eqipment Mods+Die roll. </p><p></p><p>It was easy to put together, easy to introduce people to, easy to build characters, easy to track, easy on the mind, and over the top was a mere step away. So it spread through the school pretty quickly. </p><p></p><p>It was, however, not without its downsides. There was no content. You had to build your own (tends to be an issue with anything I design). On the mechanics end, first and foremost, there was no real limit on attributes, so there was no reason not to upgrade your base attribute and forget the rest (except for spells). Second, everyone was a wizard. Since warriors couldn't have a spell list, they were almost always one class behind in power, though this was almost offset by their typically having better base attributes. The game also rewarded specialization to an insane degree, so everyone found their niche, and pumped out those attributes as much as possible. And that led to play difficulty issues (the firemage one shots the ogre, or the orge one shots him). There were no social attributes, so everything in that realm was up for grabs. Finally, with no real hard and fast rules for spells, there wasn't a built in reason for not having every attack be an area effect everything. The game was pretty much held together by the DM's will.</p><p></p><p>It was fun to hear about the games run by people I didn't really know in that system. But, upon reflection, it was pretty much custom made for that audience. And now, I'm thinking of hammering those remaining problems out, and giving it another run some weekend. </p><p></p><p>There's been a whole slew of failures, slight systems modifications, and thought since then. I'm in the middle of a game inspired by the powerset for the megaman games, where each character is randomly given a signature move from a pre-generated list of modifiers. It's sort of a weekend draw up and kill 3 hours plan. This started after I realized that excel can do a lot of the balance testing and calculation for me. I've got all the mechanics in place (looking very similar to the D20 system), and all it's really waiting for is me to generate some content.</p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 1784962, member: 9723"] I've spent quite a bit of time creating games. I have a pretty good sampling of them tucked away in notebooks somewhere. The most successful one I made was during highschool. After a couple of weeks of thought, it was put together during a weekend and refined the next week in playtests. The whole system was made with the idea of reducing the dependance on die rolls, being pretty quick, and relying a lot on fiat and judgement calls. Essentially, you had different levels of attributes that would add to a die roll. A wizard might find a spell's value by adding magic+magic attack+Channeling+light+"rainbow beam"+Eqipment Mods+Die roll. It was easy to put together, easy to introduce people to, easy to build characters, easy to track, easy on the mind, and over the top was a mere step away. So it spread through the school pretty quickly. It was, however, not without its downsides. There was no content. You had to build your own (tends to be an issue with anything I design). On the mechanics end, first and foremost, there was no real limit on attributes, so there was no reason not to upgrade your base attribute and forget the rest (except for spells). Second, everyone was a wizard. Since warriors couldn't have a spell list, they were almost always one class behind in power, though this was almost offset by their typically having better base attributes. The game also rewarded specialization to an insane degree, so everyone found their niche, and pumped out those attributes as much as possible. And that led to play difficulty issues (the firemage one shots the ogre, or the orge one shots him). There were no social attributes, so everything in that realm was up for grabs. Finally, with no real hard and fast rules for spells, there wasn't a built in reason for not having every attack be an area effect everything. The game was pretty much held together by the DM's will. It was fun to hear about the games run by people I didn't really know in that system. But, upon reflection, it was pretty much custom made for that audience. And now, I'm thinking of hammering those remaining problems out, and giving it another run some weekend. There's been a whole slew of failures, slight systems modifications, and thought since then. I'm in the middle of a game inspired by the powerset for the megaman games, where each character is randomly given a signature move from a pre-generated list of modifiers. It's sort of a weekend draw up and kill 3 hours plan. This started after I realized that excel can do a lot of the balance testing and calculation for me. I've got all the mechanics in place (looking very similar to the D20 system), and all it's really waiting for is me to generate some content. [/QUOTE]
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