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<blockquote data-quote="[OMENRPG]Ben" data-source="post: 5766322" data-attributes="member: 6677983"><p>As OMENRPG has evolved, we have developed a stronger taste for system modularity. The goal has always been to encourage new players while not discouraging those with more experience, and being able to plug in or unplug various mechanical concepts seems to cater to that design goal. As we introduced brand new players (even children) we used only the most simple foundation of the system, and slowly introduced concepts in order to build comprehension.</p><p></p><p>A fair few of our playtesters will plug in more crunchy elements, while other groups prefer to play with only the barebones of the system in order to maintain a balance of speed and capability. The vast majority of our players continue to add more crunch as they become more comfortable with the system. A small but highly experienced group have even tweaked or invented new things to plug into the system. </p><p></p><p>What we are concerned with is a lack of cohesion. Currently we assume that groups will use all of the rules at their disposal, with character creation being the most modular in rules that can be subbed in and out, but not everyone wants to use all of them. </p><p></p><p>As the more experienced and focused segment of rpg players out there, how much modularity do you feel is too much? At what point do system modules become a liability or cause a lack of focus? Of course without seeing the system in action it is rather difficult to make a call, but any experience that you fine folks would be willing to share would be invaluable to us.</p></blockquote><p></p>
[QUOTE="[OMENRPG]Ben, post: 5766322, member: 6677983"] As OMENRPG has evolved, we have developed a stronger taste for system modularity. The goal has always been to encourage new players while not discouraging those with more experience, and being able to plug in or unplug various mechanical concepts seems to cater to that design goal. As we introduced brand new players (even children) we used only the most simple foundation of the system, and slowly introduced concepts in order to build comprehension. A fair few of our playtesters will plug in more crunchy elements, while other groups prefer to play with only the barebones of the system in order to maintain a balance of speed and capability. The vast majority of our players continue to add more crunch as they become more comfortable with the system. A small but highly experienced group have even tweaked or invented new things to plug into the system. What we are concerned with is a lack of cohesion. Currently we assume that groups will use all of the rules at their disposal, with character creation being the most modular in rules that can be subbed in and out, but not everyone wants to use all of them. As the more experienced and focused segment of rpg players out there, how much modularity do you feel is too much? At what point do system modules become a liability or cause a lack of focus? Of course without seeing the system in action it is rather difficult to make a call, but any experience that you fine folks would be willing to share would be invaluable to us. [/QUOTE]
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