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Ways of players getting Ability Scores - I require some help!
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<blockquote data-quote="Thondor" data-source="post: 9317380" data-attributes="member: 31955"><p>[USER=7045410]@_HERETIC_[/USER] </p><p>Looks like you are new here on ENworld, so if you have read and played dozens of very different RPGs . . . then what follows doesn't apply. </p><p></p><p>My best advice to someone who is looking to design a system is combine things you like from multiple (at least two) different games that you like.</p><p>This means of course you need to play more then one game -- particularly beneficial is a game that is pretty different (from D&D 3e+ in this case). It will be eye-opening and you'll be able to combine what you like an enjoy about both. Best to read a few, and play at least one new game fairly deeply.</p><p></p><p>There are literally 10,000 + RPG core rulebooks out there. While many share systems/game engine there are <em>hundreds </em>of very unique games.* You don't even have to look only at RPGs, boardgames are a good source of inspiration too. </p><p></p><p>My first game <em>Simple Superheroes</em> is fundamentally a combination of certain OSR (i.e. early early D&D) design sentiments (making a rule for everything ahead of time is foolish), nWoD, and RISK (the boardgame) mechanics.</p><p>I played all of these a lot. And read a boatload of comic books.</p><p>Come to think of it early Cortex system games probably had an influence too, though I played significantly less of those.</p><p></p><p>My most recent work, <em>God-Killer Prophecy</em> is a combination of inspiration from a lot of GMless one-shot games which I have read and played multiple sessions of: The Quiet Year, Palanquin, Vanagard, and some that I have only played once or twice usually at a conventions (Wanderhome, Kingdom, Universalis). </p><p>Mechanics are playing card driven, and there isn't a specific game I drew on for that part, but I have played a lot of card games (both boardgames with custom decks and ones with standard playing cards.)</p><p>The last ingredient here was reading a boatload of high-fantasy novels.</p><p></p><p>Creativity is largely a combination of of existing ideas in new ways.</p><p></p><p>Here are some style of games to look for: </p><p>A more tactical game</p><p>A more abstract (perhaps strategic) game</p><p>A more narrative game</p><p>A more simulationist game</p><p>A GMless game</p><p>A one-shot game </p><p>A solo play game</p><p>A generic game engine</p><p></p><p>*there is probably a game out there that does something very close to what you want. An you could find it and learn it with less work. That does not mean that designing your own is a foolish endeavor. Creating something is an experience that you will learn and grow from. It is a meaningful endeavor.</p></blockquote><p></p>
[QUOTE="Thondor, post: 9317380, member: 31955"] [USER=7045410]@_HERETIC_[/USER] Looks like you are new here on ENworld, so if you have read and played dozens of very different RPGs . . . then what follows doesn't apply. My best advice to someone who is looking to design a system is combine things you like from multiple (at least two) different games that you like. This means of course you need to play more then one game -- particularly beneficial is a game that is pretty different (from D&D 3e+ in this case). It will be eye-opening and you'll be able to combine what you like an enjoy about both. Best to read a few, and play at least one new game fairly deeply. There are literally 10,000 + RPG core rulebooks out there. While many share systems/game engine there are [I]hundreds [/I]of very unique games.* You don't even have to look only at RPGs, boardgames are a good source of inspiration too. My first game [I]Simple Superheroes[/I] is fundamentally a combination of certain OSR (i.e. early early D&D) design sentiments (making a rule for everything ahead of time is foolish), nWoD, and RISK (the boardgame) mechanics. I played all of these a lot. And read a boatload of comic books. Come to think of it early Cortex system games probably had an influence too, though I played significantly less of those. My most recent work, [I]God-Killer Prophecy[/I] is a combination of inspiration from a lot of GMless one-shot games which I have read and played multiple sessions of: The Quiet Year, Palanquin, Vanagard, and some that I have only played once or twice usually at a conventions (Wanderhome, Kingdom, Universalis). Mechanics are playing card driven, and there isn't a specific game I drew on for that part, but I have played a lot of card games (both boardgames with custom decks and ones with standard playing cards.) The last ingredient here was reading a boatload of high-fantasy novels. Creativity is largely a combination of of existing ideas in new ways. Here are some style of games to look for: A more tactical game A more abstract (perhaps strategic) game A more narrative game A more simulationist game A GMless game A one-shot game A solo play game A generic game engine *there is probably a game out there that does something very close to what you want. An you could find it and learn it with less work. That does not mean that designing your own is a foolish endeavor. Creating something is an experience that you will learn and grow from. It is a meaningful endeavor. [/QUOTE]
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