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WH40K Wrath & Glory Is Here!
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<blockquote data-quote="Jaeger" data-source="post: 7969635" data-attributes="member: 27996"><p>Does kind of blow you away doesn't it?</p><p></p><p>Good OGL systems are popular because all the heavy lifting has been done.</p><p></p><p>I'm on the third revision of my homebrew rules system for my stars wars game. I am blessed with players that gladly show me the difference between what I think is a cool idea written down as a rule, and what actually works in play at the table. </p><p></p><p>It has actually been a very educational process that has taught me several things about RPG design:</p><p></p><p>Playtest is everything.</p><p></p><p>Any kind of complication has to justify itself in actual play at the table.</p><p></p><p>Published RPG designers (even the big names) are in possession of no special skill set or insight. It is all about desire. Being willing to put in the time and work.</p><p></p><p>And never ignoring what happens at the table during actual play.</p><p></p><p></p><p>.</p></blockquote><p></p>
[QUOTE="Jaeger, post: 7969635, member: 27996"] Does kind of blow you away doesn't it? Good OGL systems are popular because all the heavy lifting has been done. I'm on the third revision of my homebrew rules system for my stars wars game. I am blessed with players that gladly show me the difference between what I think is a cool idea written down as a rule, and what actually works in play at the table. It has actually been a very educational process that has taught me several things about RPG design: Playtest is everything. Any kind of complication has to justify itself in actual play at the table. Published RPG designers (even the big names) are in possession of no special skill set or insight. It is all about desire. Being willing to put in the time and work. And never ignoring what happens at the table during actual play. . [/QUOTE]
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