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General Tabletop Discussion
*TTRPGs General
RPG Writing and Design Needs a Paradigm Shift
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9271476" data-attributes="member: 82106"><p>Well, maybe yes and no. I mean, HoML has callings, basically classes. I could VERY easily generate a subset of the rules that was only stuff related to a specific calling I guess. I mean, it kind of depends on what needs to be covered. Another approach would be to generate a version of the rules where different sections have their own fairly small pages, and everything is crosslinked, ala wiki style. I could do that pretty easily, though it would require writing a couple new scripts or something. </p><p></p><p>And this is where my approach really pays off. Suppose you used Page Maker and wrote an RPG using that. If you wanted to make a 'fighter book', you could, you'd just make a copy of your DTP file and edit out all the stuff you don't want. Now suppose you change the rules surrounding that class a bit... Now you either have to do all that editing all over again to update your 'fighter book', or edit everything twice and hope no inconsistencies come in.</p><p></p><p>In my process, there's a file, knight.hairball that contains just the information for that one calling. I can edit that and ANYTHING and EVERYTHING based on that information will get updated when I do a build. If a feat changes, the database is updated, the master rule HTML page is updated, and my hypothetical 'knight book' page would also be updated. </p><p></p><p>Now, I'm sure there are other people who have equally sophisticated workflow/process as I do, and then some perhaps. I don't know, I'm not a pro game dev or something. I developed these tools over many years of building sites and other things, and hit on a way to create workflows that I think is at least somewhat unique.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9271476, member: 82106"] Well, maybe yes and no. I mean, HoML has callings, basically classes. I could VERY easily generate a subset of the rules that was only stuff related to a specific calling I guess. I mean, it kind of depends on what needs to be covered. Another approach would be to generate a version of the rules where different sections have their own fairly small pages, and everything is crosslinked, ala wiki style. I could do that pretty easily, though it would require writing a couple new scripts or something. And this is where my approach really pays off. Suppose you used Page Maker and wrote an RPG using that. If you wanted to make a 'fighter book', you could, you'd just make a copy of your DTP file and edit out all the stuff you don't want. Now suppose you change the rules surrounding that class a bit... Now you either have to do all that editing all over again to update your 'fighter book', or edit everything twice and hope no inconsistencies come in. In my process, there's a file, knight.hairball that contains just the information for that one calling. I can edit that and ANYTHING and EVERYTHING based on that information will get updated when I do a build. If a feat changes, the database is updated, the master rule HTML page is updated, and my hypothetical 'knight book' page would also be updated. Now, I'm sure there are other people who have equally sophisticated workflow/process as I do, and then some perhaps. I don't know, I'm not a pro game dev or something. I developed these tools over many years of building sites and other things, and hit on a way to create workflows that I think is at least somewhat unique. [/QUOTE]
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