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What is THE NEXT BIG THING?
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<blockquote data-quote="hewligan" data-source="post: 3283036" data-attributes="member: 19688"><p>I have had an idea, and I may just explore it further:</p><p></p><p>Target market: kids, 9-14</p><p>Product price: £5-8 ($8-15)</p><p>Product format: paperback book, or DC comic size book (but with 128+ pages)</p><p></p><p>Format is as so:</p><p>First few pages contain the rules - very simple rules, easier than M20 or Quick20, but of that essense (so hit points, magic, combat). Can be played with D6 only.</p><p>Next few pages contain 4 sample characters (although game can be played with 1 to 4, and explains how to adjust each encounter). Can also make own characters.</p><p>Then the campaign hook begins. The book is half story, half adventure. Think of it as a mix of a campaign setting, adventure, and fighting fantasy book (of the old "turn to section 312" style).</p><p></p><p>What you have is a simple to understand roleplaying game that is cheap, can be played by one person, or more, stresses imagination, but provides a lot of guidance, is by its nature slightly more railroaded than we would like, but more free-form than old Fighting Fantasy books, and is targetted at the young generation, and lastly is available in normal book stores.</p><p></p><p>Does anyone fancy helping me create a concept one? I can write very well, but my art is mediocre (despite an A in high school), and my rules knowledge is mediocre.</p><p></p><p>What do you think? Good idea, stinking idea? Also, could possibly be diluted further into a magazine format with a magazine each month containing a development of the story/campaign. This would allow it to be cheaper (£3/$5), and perhaps reach an even bigger market.</p><p></p><p>EDIT: Just a few more thoughts: by offering each character a limited number of abilities (so maybe only 10 spells to chose from), and making sure there are sufficient balanced encounters, this could almost play out like a card game such as Magic, except that the story element is heavily surrounding this element.</p></blockquote><p></p>
[QUOTE="hewligan, post: 3283036, member: 19688"] I have had an idea, and I may just explore it further: Target market: kids, 9-14 Product price: £5-8 ($8-15) Product format: paperback book, or DC comic size book (but with 128+ pages) Format is as so: First few pages contain the rules - very simple rules, easier than M20 or Quick20, but of that essense (so hit points, magic, combat). Can be played with D6 only. Next few pages contain 4 sample characters (although game can be played with 1 to 4, and explains how to adjust each encounter). Can also make own characters. Then the campaign hook begins. The book is half story, half adventure. Think of it as a mix of a campaign setting, adventure, and fighting fantasy book (of the old "turn to section 312" style). What you have is a simple to understand roleplaying game that is cheap, can be played by one person, or more, stresses imagination, but provides a lot of guidance, is by its nature slightly more railroaded than we would like, but more free-form than old Fighting Fantasy books, and is targetted at the young generation, and lastly is available in normal book stores. Does anyone fancy helping me create a concept one? I can write very well, but my art is mediocre (despite an A in high school), and my rules knowledge is mediocre. What do you think? Good idea, stinking idea? Also, could possibly be diluted further into a magazine format with a magazine each month containing a development of the story/campaign. This would allow it to be cheaper (£3/$5), and perhaps reach an even bigger market. EDIT: Just a few more thoughts: by offering each character a limited number of abilities (so maybe only 10 spells to chose from), and making sure there are sufficient balanced encounters, this could almost play out like a card game such as Magic, except that the story element is heavily surrounding this element. [/QUOTE]
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