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<blockquote data-quote="Thimble the Squit" data-source="post: 866669" data-attributes="member: 6756"><p><strong>RP Daemon</strong></p><p></p><p>I am a rules lawyer and mechanics junkie - so not really the kind of designer you might want on your "character"-based RP idea. However, your concept seems to be very generic, which I believe hinges very heavily on the function of the rules within the game; character and roleplay potential are then the province and responsibility of the players and the gamesmaster.</p><p></p><p>So, as regards the rules, I have a few questions:</p><p></p><ul> <li data-xf-list-type="ul">Exactly how simple do you want your ruleset? There are a few generic systems out there already, of wildly differing complexities, from the exceptional simplicity of <u>FUDGE</u> and <u>Over The Edge</u> to the immense weightiness of <u>GURPS</u> -- where, between these polar extremes, do you anticipate RPD to stand?</li> <li data-xf-list-type="ul">In style, you require the versatility to encapsulate anime, fantasy, horror, sci-fi and everything else -- but do you envision a 'high' or 'low' action-based game? By this, I mean, do you expect plenty of combat or more investigation-style adventures to be run within your system?</li> <li data-xf-list-type="ul">How 'realistic' do you want the system to be? Will combat be fairly abstract, like <u>d20</u> or <u>World of Darkness</u>, or grim and gritty, like <u>RuneQuest</u> or <u>GURPS</u>? Or somewhere inbetween?</li> <li data-xf-list-type="ul">What dice do you want to use? Just d6's, like <strong>WEG</strong>'s old <u>Star Wars</u> RPG, <u>Classic Traveller</u> or <u>Shadowrun</u>? d10's, as per <u>Vampire</u>, <em>et al</em>? All the dice under the sun, like <u>Earthdawn</u> or <u>d20</u>. Maybe you don't want to use dice at all, just a deck of cards (<u>Psychosis</u>, <u>Everway</u>) or no randomness at all (<u>Amber</u>).</li> <li data-xf-list-type="ul">If you have decided on your die convention, do you have a core rules mechanic, such as <strong>WotC</strong>'s <u>d20 System</u>, <strong>Chaosium</strong>'s <u>Basic Rules</u> or <strong>Decipher Games</strong>' <u>CODA System</u>?</li> </ul><p>These considerations may just sound like "game-dropping" but there's a reason so many games are out there -- each of the above designers has had an idea which is in some way distinct from its competition. With the justifiable exception of the original <u>Dungeons & Dragons</u> game, which grew by osmosis and accumulation, the more successful systems are those which have remained true to a clear vision of their finished product.</p><p></p><p>Give us more to go on, particularly with a couple of ideas regarding a conceptual ruleset, and we can help you better. Without this, you will be inundated with a flood of (probably wholly incompatible) suggestions and you will lose all intended managerial authority, which will cause the project to collapse into anarchy and eventual apathy.</p><p></p><p>Otherwise, go for it, mate! I look forward to your ideas.</p></blockquote><p></p>
[QUOTE="Thimble the Squit, post: 866669, member: 6756"] [b]RP Daemon[/b] I am a rules lawyer and mechanics junkie - so not really the kind of designer you might want on your "character"-based RP idea. However, your concept seems to be very generic, which I believe hinges very heavily on the function of the rules within the game; character and roleplay potential are then the province and responsibility of the players and the gamesmaster. So, as regards the rules, I have a few questions: [list][*]Exactly how simple do you want your ruleset? There are a few generic systems out there already, of wildly differing complexities, from the exceptional simplicity of [u]FUDGE[/u] and [u]Over The Edge[/u] to the immense weightiness of [u]GURPS[/u] -- where, between these polar extremes, do you anticipate RPD to stand? [*]In style, you require the versatility to encapsulate anime, fantasy, horror, sci-fi and everything else -- but do you envision a 'high' or 'low' action-based game? By this, I mean, do you expect plenty of combat or more investigation-style adventures to be run within your system? [*]How 'realistic' do you want the system to be? Will combat be fairly abstract, like [u]d20[/u] or [u]World of Darkness[/u], or grim and gritty, like [u]RuneQuest[/u] or [u]GURPS[/u]? Or somewhere inbetween? [*]What dice do you want to use? Just d6's, like [b]WEG[/b]'s old [u]Star Wars[/u] RPG, [u]Classic Traveller[/u] or [u]Shadowrun[/u]? d10's, as per [u]Vampire[/u], [i]et al[/i]? All the dice under the sun, like [u]Earthdawn[/u] or [u]d20[/u]. Maybe you don't want to use dice at all, just a deck of cards ([u]Psychosis[/u], [u]Everway[/u]) or no randomness at all ([u]Amber[/u]). [*]If you have decided on your die convention, do you have a core rules mechanic, such as [b]WotC[/b]'s [u]d20 System[/u], [b]Chaosium[/b]'s [u]Basic Rules[/u] or [b]Decipher Games[/b]' [u]CODA System[/u]?[/list] These considerations may just sound like "game-dropping" but there's a reason so many games are out there -- each of the above designers has had an idea which is in some way distinct from its competition. With the justifiable exception of the original [u]Dungeons & Dragons[/u] game, which grew by osmosis and accumulation, the more successful systems are those which have remained true to a clear vision of their finished product. Give us more to go on, particularly with a couple of ideas regarding a conceptual ruleset, and we can help you better. Without this, you will be inundated with a flood of (probably wholly incompatible) suggestions and you will lose all intended managerial authority, which will cause the project to collapse into anarchy and eventual apathy. Otherwise, go for it, mate! I look forward to your ideas. [/QUOTE]
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