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<blockquote data-quote="Wik" data-source="post: 5323235" data-attributes="member: 40177"><p>Some fun posts here. And I've actually mulled making this exact same thread myself, but was always afraid it'd turn into edition warring. All that being said, here's my take:</p><p></p><p>1) Build it around a very simple base, and in such a way that modular elements can be added on top. Stress in the books that it is NOT a kitchen sink game - that every table will use different combinations of elements. Joe's game might have Gamma World mutants combined with the gritty "realism" rules in a game that has many feat and power options; Bill's game, meanwhile, is a very bare-bones sword & sorcery game set in a land very much resembling medieval Norway.</p><p></p><p>2) Aim the game towards the computer gamers, but market it in such a way that "there will never be a computer game that can do THIS". Reduce and simplify the math as much as possible, and then throw in modular parts that can increase the math for those who like that level of tweaking.</p><p></p><p>3) The goal? To make a game where my little sister (who is math-challenged and has the attention span of a gnat) and my little brother (a computer geek who has been gaming for most of his life) can sit down at the same table and have characters of relatively similar strength WITHOUT the GM having to sit in and moderate things.</p><p></p><p>4) Get rid of player splat material in a rules-sense, and expand upon the idea of gaming itself. Let it not be a game of "he with the most books, wins" and instead do something else. Rather than thousands of feats and powers, let's make it hundreds... and have each one of them grant many useful benefits ("My guy is great at prohibiting your movement and combat options due to his staff fighting style"), rather than a hyper-defined characteristic that can limit gameplay ("My guy can trip you and then hit you when you get up... and not much else"). </p><p></p><p>5) Shorter campaigns being the preferred means, allowing for more of the optional elements to be slapped together to make new campaign worlds. There could even be a style where each player chooses one mod they want to add, and then the group gets together to figure out how the "Arcane Magic" mod meshes with the "Psionic" mod, and how both of those mesh with the "Barsoomian Supermen" mod and the "Steampunk" mod.</p></blockquote><p></p>
[QUOTE="Wik, post: 5323235, member: 40177"] Some fun posts here. And I've actually mulled making this exact same thread myself, but was always afraid it'd turn into edition warring. All that being said, here's my take: 1) Build it around a very simple base, and in such a way that modular elements can be added on top. Stress in the books that it is NOT a kitchen sink game - that every table will use different combinations of elements. Joe's game might have Gamma World mutants combined with the gritty "realism" rules in a game that has many feat and power options; Bill's game, meanwhile, is a very bare-bones sword & sorcery game set in a land very much resembling medieval Norway. 2) Aim the game towards the computer gamers, but market it in such a way that "there will never be a computer game that can do THIS". Reduce and simplify the math as much as possible, and then throw in modular parts that can increase the math for those who like that level of tweaking. 3) The goal? To make a game where my little sister (who is math-challenged and has the attention span of a gnat) and my little brother (a computer geek who has been gaming for most of his life) can sit down at the same table and have characters of relatively similar strength WITHOUT the GM having to sit in and moderate things. 4) Get rid of player splat material in a rules-sense, and expand upon the idea of gaming itself. Let it not be a game of "he with the most books, wins" and instead do something else. Rather than thousands of feats and powers, let's make it hundreds... and have each one of them grant many useful benefits ("My guy is great at prohibiting your movement and combat options due to his staff fighting style"), rather than a hyper-defined characteristic that can limit gameplay ("My guy can trip you and then hit you when you get up... and not much else"). 5) Shorter campaigns being the preferred means, allowing for more of the optional elements to be slapped together to make new campaign worlds. There could even be a style where each player chooses one mod they want to add, and then the group gets together to figure out how the "Arcane Magic" mod meshes with the "Psionic" mod, and how both of those mesh with the "Barsoomian Supermen" mod and the "Steampunk" mod. [/QUOTE]
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