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What lessons did you learn from other systems?
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<blockquote data-quote="Jacob Lewis" data-source="post: 8637902" data-attributes="member: 6667921"><p>The Star Wars RPG (i.e. the Genesys/narrative dice system) from Fantasy Flight Games taught me a number of lessons.</p><ul> <li data-xf-list-type="ul">A system can be both easy and complex. In game design, the saying is "a foot deep and a mile wide". The core mechanic is so simple and easy to understand, and yet it takes real time and practice to fully master. It is so versatile, with so much depth, but can be learned in 5 minutes.</li> <li data-xf-list-type="ul">Storytelling is a collaboration. With the whole galaxy at your disposal, it doesn't need to be entirely written by the GM. Give the players opportunity to add to the settings and build off each other. It is as much their story to tell as anyone else.</li> <li data-xf-list-type="ul">The best moments aren't scripted, they're improvised. </li> <li data-xf-list-type="ul">Dice don't dictate the outcomes. People interpret the results and decide how it affects the narrative. </li> <li data-xf-list-type="ul">Also, taking a few moments to discuss the possible results of a dice pool, or even how the dice pool was built is not taking away from the game. It is communication, which is at heart of any good roleplaying game.</li> <li data-xf-list-type="ul">An RPG doesn't need to give you loot, or expect you to kill everything in order to advance or have fun. Motives, story, action, drama, humor, fun; these are the elements of a good Star Wars adventure.</li> <li data-xf-list-type="ul">Succeeding at everything is less interesting than when you fall short. Its also more interesting to have something more than a binary pass-fail check for everything.</li> <li data-xf-list-type="ul">A system that provides combat powers and abilities for all characters is a game designed around combat. You may think all RPGs are like that until you discover one that doesn't, or is not entirely combat focused.</li> <li data-xf-list-type="ul">You don't always have to follow canon. Make your own.</li> <li data-xf-list-type="ul">A game that is built around an actual play session is much easier to manage than one that tries to maintain a continuous virtual calendar, like the so-called adventuring day.</li> </ul></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 8637902, member: 6667921"] The Star Wars RPG (i.e. the Genesys/narrative dice system) from Fantasy Flight Games taught me a number of lessons. [LIST] [*]A system can be both easy and complex. In game design, the saying is "a foot deep and a mile wide". The core mechanic is so simple and easy to understand, and yet it takes real time and practice to fully master. It is so versatile, with so much depth, but can be learned in 5 minutes. [*]Storytelling is a collaboration. With the whole galaxy at your disposal, it doesn't need to be entirely written by the GM. Give the players opportunity to add to the settings and build off each other. It is as much their story to tell as anyone else. [*]The best moments aren't scripted, they're improvised. [*]Dice don't dictate the outcomes. People interpret the results and decide how it affects the narrative. [*]Also, taking a few moments to discuss the possible results of a dice pool, or even how the dice pool was built is not taking away from the game. It is communication, which is at heart of any good roleplaying game. [*]An RPG doesn't need to give you loot, or expect you to kill everything in order to advance or have fun. Motives, story, action, drama, humor, fun; these are the elements of a good Star Wars adventure. [*]Succeeding at everything is less interesting than when you fall short. Its also more interesting to have something more than a binary pass-fail check for everything. [*]A system that provides combat powers and abilities for all characters is a game designed around combat. You may think all RPGs are like that until you discover one that doesn't, or is not entirely combat focused. [*]You don't always have to follow canon. Make your own. [*]A game that is built around an actual play session is much easier to manage than one that tries to maintain a continuous virtual calendar, like the so-called adventuring day. [/LIST] [/QUOTE]
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