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[UPDATE: Deadworlds is out NOW!] Hey, do you like the Mad Max films, mantis-people, and running characters through death-trap wastelands? Because Dead
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<blockquote data-quote="Acr0ssTh3P0nd" data-source="post: 6946125" data-attributes="member: 6762652"><p>Yes <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>I put a little over a year of consistent effort into research, design, iteration, and balance, so I'm not quite sure where to go from here. Seriously, do you have any suggestions for other material? I'd love to bite into something else, try to get it as good as possible. </p><p></p><p></p><p></p><p>Well, I like to think that the work and effort spent making sure that DMs can rely on this material to be balanced, professionally written, and adhering as closely to 5[SUP]th[/SUP] Edition’s design philosophy as possible counts as something new. I certainly have yet to see any single 5[SUP]th[/SUP] Edition supplement – free or otherwise – that allows me to run Dark Sun (and worlds like it) to anywhere approaching a professional level of quality, and I decided that this might be a void that needs filling.</p><p></p><p>As for the lack of completely original ideas, I'll just say this:</p><p></p><p>1. The core of D&D is built almost entirely off translating the fictional works of other people, and the tropes that developed from them, into game mechanics. I'm taking the fictional lore and tropes of post-apocalyptic games and putting them into game mechanics.</p><p></p><p>2. One of the biggest things I’ve taken from my game dev education so far is that the only factor that really matters in any creative endeavor is execution. Cool ideas are a dime a dozen, but they don’t mean anything if they can’t be executed with a degree of competency. I mean, compare Guardians of the Galaxy to Batman V Superman. </p><p></p><p>Do I have that competency? I strive to reach that level, but I've yet to really officially publish anything like this, so I can't say for certain. My mechanics work has gotten really good feedback from several different web communities, so I think I'm moving in the right direction. This is my first big test, and I would not be undertaking it if I did not think that I could pass it.</p><p></p><p>I'm going to wait and see how the D&D communities respond to Deadworlds. If they respond well, then I'll go forward with putting out work based on more original ideas instead of adaptation, now that I've laid the foundations for what I think the mechanics should be. If people are not fans of direct adaptation and homage, then I'll leave this path alone and go another direction.</p><p></p><p>I was also like to say that many of the subclasses and optional rules can be easily translated to other, more -typical fantasy settings. Stackable minor injuries, for example, help create a gritty feeling without changing the way hit points and healing operate, and thus could work just as well in a darker fantasy setting like Ravenloft or the world of the Witcher series. The World Warrior fighter subclass is a great way to make a non-magic ranger-type character that focuses as much on tactics and skill use as on straight combat prowess, and the Sworn Sword paladin oath is a fitting tool for players and and DMs alike in crafting characters who are fanatically devoted to protecting another creature.</p></blockquote><p></p>
[QUOTE="Acr0ssTh3P0nd, post: 6946125, member: 6762652"] Yes :) I put a little over a year of consistent effort into research, design, iteration, and balance, so I'm not quite sure where to go from here. Seriously, do you have any suggestions for other material? I'd love to bite into something else, try to get it as good as possible. Well, I like to think that the work and effort spent making sure that DMs can rely on this material to be balanced, professionally written, and adhering as closely to 5[SUP]th[/SUP] Edition’s design philosophy as possible counts as something new. I certainly have yet to see any single 5[SUP]th[/SUP] Edition supplement – free or otherwise – that allows me to run Dark Sun (and worlds like it) to anywhere approaching a professional level of quality, and I decided that this might be a void that needs filling. As for the lack of completely original ideas, I'll just say this: 1. The core of D&D is built almost entirely off translating the fictional works of other people, and the tropes that developed from them, into game mechanics. I'm taking the fictional lore and tropes of post-apocalyptic games and putting them into game mechanics. 2. One of the biggest things I’ve taken from my game dev education so far is that the only factor that really matters in any creative endeavor is execution. Cool ideas are a dime a dozen, but they don’t mean anything if they can’t be executed with a degree of competency. I mean, compare Guardians of the Galaxy to Batman V Superman. Do I have that competency? I strive to reach that level, but I've yet to really officially publish anything like this, so I can't say for certain. My mechanics work has gotten really good feedback from several different web communities, so I think I'm moving in the right direction. This is my first big test, and I would not be undertaking it if I did not think that I could pass it. I'm going to wait and see how the D&D communities respond to Deadworlds. If they respond well, then I'll go forward with putting out work based on more original ideas instead of adaptation, now that I've laid the foundations for what I think the mechanics should be. If people are not fans of direct adaptation and homage, then I'll leave this path alone and go another direction. I was also like to say that many of the subclasses and optional rules can be easily translated to other, more -typical fantasy settings. Stackable minor injuries, for example, help create a gritty feeling without changing the way hit points and healing operate, and thus could work just as well in a darker fantasy setting like Ravenloft or the world of the Witcher series. The World Warrior fighter subclass is a great way to make a non-magic ranger-type character that focuses as much on tactics and skill use as on straight combat prowess, and the Sworn Sword paladin oath is a fitting tool for players and and DMs alike in crafting characters who are fanatically devoted to protecting another creature. [/QUOTE]
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[UPDATE: Deadworlds is out NOW!] Hey, do you like the Mad Max films, mantis-people, and running characters through death-trap wastelands? Because Dead
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