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<blockquote data-quote="Qball" data-source="post: 866971" data-attributes="member: 11773"><p><strong>Thank you for the input so far.</strong></p><p></p><p>· Quentin: Alright, in response to you as assisting as a game designer you are very much mistaken, I would GLADLY accept your help. And this is exactly the kind of help I’m looking for. One mans vision is not every mans, and I don’t expect this game to be the catch all, just a new and innovative way that paves the road for the next generation of roleplaying. But for NOW, perhaps we can improve our roleplaying with what we have at hand, and with others assists such as yours, we can make a Roleplaying system that could very well suit the majority of gamers out there.</p><p></p><p></p><p>· Well, Literally, RPD is just a temporary name until we can come up with a better more appropriate name. Figuratively, I would like the final result to be a flexible system like fudge, however not so open ended as to be almost unplayable like fudge. But in answer to complexity, I guess what I’m proposing is both a Meta-RPG system and a RPG system created with that Meta-System. The meta system would get rid of the necessity of mass amount of books like GURPS, but also be flexible enough to use as a RPG system for Anime, Cartoon, Realistic, and other Paradigms.</p><p></p><p>· In response to style, combat will actually consist of optional components. The more components, the more realism for the game. As for whether I plan on games being either more or less combat, I plan on the system being able to be used for either. In other roleplaying systems the rules do not account for the GM/DM to discard certain things he doesn’t like or feels encumbers the game. Even the rule of it’s the DM/GMs call I plan to remind them of that within the rules and actually account for it by making things easily customizeable. This should answer two of your questions.</p><p></p><p>· As for Dice, I see this system best used with d10’s but not in the style of White Wolf, perhaps in the style similar but not the same as Ars Magica. A deck of card would be a nice “Alternative, however I don’t want to alter the probabilities of the game, so the probability medium would have to be consistent.</p><p></p><p></p><p>· Well, the rule system is the bulk of the project. I don’t want something thrown together, I want it well thought out, and tested but required to be in line with KISS(keep it simple stupid.)</p><p></p><p>I hope this presents a SEED for the rule set and a better understanding of intended goal.</p><p></p><p>Rebuttle?</p></blockquote><p></p>
[QUOTE="Qball, post: 866971, member: 11773"] [b]Thank you for the input so far.[/b] · Quentin: Alright, in response to you as assisting as a game designer you are very much mistaken, I would GLADLY accept your help. And this is exactly the kind of help I’m looking for. One mans vision is not every mans, and I don’t expect this game to be the catch all, just a new and innovative way that paves the road for the next generation of roleplaying. But for NOW, perhaps we can improve our roleplaying with what we have at hand, and with others assists such as yours, we can make a Roleplaying system that could very well suit the majority of gamers out there. · Well, Literally, RPD is just a temporary name until we can come up with a better more appropriate name. Figuratively, I would like the final result to be a flexible system like fudge, however not so open ended as to be almost unplayable like fudge. But in answer to complexity, I guess what I’m proposing is both a Meta-RPG system and a RPG system created with that Meta-System. The meta system would get rid of the necessity of mass amount of books like GURPS, but also be flexible enough to use as a RPG system for Anime, Cartoon, Realistic, and other Paradigms. · In response to style, combat will actually consist of optional components. The more components, the more realism for the game. As for whether I plan on games being either more or less combat, I plan on the system being able to be used for either. In other roleplaying systems the rules do not account for the GM/DM to discard certain things he doesn’t like or feels encumbers the game. Even the rule of it’s the DM/GMs call I plan to remind them of that within the rules and actually account for it by making things easily customizeable. This should answer two of your questions. · As for Dice, I see this system best used with d10’s but not in the style of White Wolf, perhaps in the style similar but not the same as Ars Magica. A deck of card would be a nice “Alternative, however I don’t want to alter the probabilities of the game, so the probability medium would have to be consistent. · Well, the rule system is the bulk of the project. I don’t want something thrown together, I want it well thought out, and tested but required to be in line with KISS(keep it simple stupid.) I hope this presents a SEED for the rule set and a better understanding of intended goal. Rebuttle? [/QUOTE]
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