Lacking a plan of attack (new game system)

Ry

Explorer
So there's this RPG I've been running, on and off, for about 7 years now. Between a few forays into level-capped D&D, this has been my real gaming baby.

The system is called Legends, and it's really fast and fun to play. I always have a great time when I run it, whether it's a one-shot or a long campaign (I've run 30 sessions straight in it). I've even demoed it - and had a blast doing so - with some local gaming meetups.

I'd like to write it up and share it - I hope to make it into something that I can give away that won't immediately be thought of as worthless. What I have right now is a word file about 50 pages long that has most of the rules... but I'm having a really hard time figuring out the next step into making this a real game.
 

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The best thing now is extensive playtesting. Send the game out to groups willing to test it and send back their thoughts on how it plays and what can be streamlined.
It is important that different DMs and Players with different playstyles use your system. There are always gaps in the rules you did not spot.
If you have a commercial interest you might want to set up a Non Disclosure Agrement (NDA) for the playtesters.

I have done a lot of playtesting and would like to have a look at your game. If you are interested send me an email to tobemore(at)gmx(dot)de
 

I'm not even at that stage yet - I know the thing is likely indecipherable if I were to hand it off to run (although I can run it myself with great results). I'm stymied at the stage of trying to get it from notes to rulebook.
 

rycanada said:
I'm not even at that stage yet - I know the thing is likely indecipherable if I were to hand it off to run (although I can run it myself with great results). I'm stymied at the stage of trying to get it from notes to rulebook.

Find a friend that is decent at layout and editing. Either sit down with them or give them the file to read, maybe bribe them with a case of beer. Honestly getting a second or third set of eyes on your notes to hack and slash them into a rulebook would be your best bet, even if they are only there to bounce ideas off of.

Cheers,
E
 

Though I'm not a friend of yours (hell, I'm pretty much a newb here), I really enjoy this stuff and I could do a reasonable job of editing and critiquing it given the chance. At worst I can help in organizing it and bringing it a few steps closer to fruition. If you want to talk further about it, send me a PM or an IM (AIM: evizaer, MSN: aran@conceptofzero.net, email: spulgar@gmail.com).
 

Pick up 2 gaming books of your choice. E.G.: A players handbook, and a Cyberpunk book.

Read through them critically, always keeping an eye on how you would describe things differently if you were talking about your system.

That should help you organize your thoughts enough to let you write up an outline, and start filling in the blanks.

Then have a friend do a read through. Then find some playtest groups.
 

Consider starting with the organization used in the latest PHB. It starts with general info, then races, then classes, then skills, then feats, then equipment, and so on. Essentially it uses character creation as the organizing principle. This has the advantage of focusing your rules on the most important element of any RPG: characters.
 


rycanada said:
I'm not even at that stage yet - I know the thing is likely indecipherable if I were to hand it off to run (although I can run it myself with great results). I'm stymied at the stage of trying to get it from notes to rulebook.

Congratulations by the way. 30 sessions running this means it's got to be pretty good and you have some playtest information. I did a similar thing with my house rules a while back and turned them into a home system. Here's what worked for me.

Focus on one chapter/section, first. The best is probably that describing combat or magic. Write out the basic rules. Then go through and edit them down and tighten the text. Give a general outline of how the system works, keep large blocks of text to a minimum. Then in seperate sub-sections in the order in which things appear in your outline describe some details. Highly detailed things like feats, or things that may occur rarely save for later.

In general I'd recommend the following for comabt and spells. Order of action, who goes first, how long do things take to do. What you can do and chance of success, number of attacks, how do you tell what your odds are of hitting. Armor may be described here if an AC system. Dogding may be described here if use a defensive/parry roll system. Results, weapon damage, critical hits, etc. Applying results. Armor would be described here if reduces damage. "Special" situations, things that might effect more than one aspect or that are not always happening but common enough, e.g. fighting on uneven ground. Recovering from damage.

Keep the sections above fairly short, get out your big ideas and the common things. For specifics and details have appendixes, tables, what have you. You want to organize and tabulate more than explain things like combat feats, if you use those. You might also organize your feats, exceptions, etc. based on the rule structure. Things that effect initiative, those that effect chance of success, etc.

If using a broader skill based approach I woudl still do combat and magic first. Then make those ideas a subset of your broader skill approach or just examples of it. I don't think you'll regret having the detailed combat and magic sections.

Get out combat and magic first since you will use these the most and they are often the core of testing. Character definition, e.g., classes if you use such, are not. Resolution determines what your characters can do and how it plays out. Once you have resolution mechanics set, then when you select character definition parameters you'll have an idea of what is weak or powerful under your system. In addition, the character definition section can be time consuming to balance if you have any sort of character progression built in. So I would actually avoid doing character creation rules first even though they may eventually be the first chapter in your rules.

This about covers the basics, knowing more about the general approach I could make some more refined suggestions.
 

rycanada said:
So there's this RPG I've been running, on and off, for about 7 years now. Between a few forays into level-capped D&D, this has been my real gaming baby.

The system is called Legends, and it's really fast and fun to play. I always have a great time when I run it, whether it's a one-shot or a long campaign (I've run 30 sessions straight in it). I've even demoed it - and had a blast doing so - with some local gaming meetups.

I'd like to write it up and share it - I hope to make it into something that I can give away that won't immediately be thought of as worthless. What I have right now is a word file about 50 pages long that has most of the rules... but I'm having a really hard time figuring out the next step into making this a real game.

Click the link in my .sig -- I can host your files and, if you like, set you up with a dedicated design/feedback forum. That said, I just opened the forums yesterday, so they may be a bit sparse on discussion for the next month. You can, of course, feel free to link to your discussion forum in a .sig which may speed things up :)
 

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