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What would you look for in a new RPG?
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<blockquote data-quote="steenan" data-source="post: 5334011" data-attributes="member: 23240"><p>I'm looking for a few different things, a few different games. I don't believe it's possible to make a game that would be useful for varied genres and settings; it's much better to focus and do one thing really good.</p><p></p><p>I am currently looking for three types of fantasy games, or good ideas about how to implement them myself:</p><p></p><p>1. A game about an empire being born</p><p>- mythic feel; great beasts, gods, natural disasters, powerful magic</p><p>- heroes that start as ordinary men with a spark of inspiration and grow larger than life</p><p>- mechanics for building the empire that focuses more on the growing legend than on finances, military and logistics</p><p>- system that handles all kinds of quests and challenges that heroes face in a similar way (no matter if it is combat, trickery, negotiation, exploration etc.)</p><p>- character advancement that's based directly on achievements (no XP, increasing skills, gaining levels or something similar)</p><p>- no ancient artifacts or ruins - there was no civilization before</p><p></p><p>2. A game that could capture Brandon Sanderson's approach to fantasy magic</p><p>- all characters are magic users</p><p>- magic strongly tied to the setting, with all consequences taken into account</p><p>- magic system that is narrowly defined in effects but allows a lot of creativity in uses (example from Mistborn: magical power that allows you to detect metal objects and push against them is used to shoot metal projectiles and defend from them, jump and fly by pushing off something on the ground, open hidden locks etc.)</p><p>- encouragement for finding unusual uses for powers and their combinations that would be seen as abuses and loopholes in other games</p><p></p><p>3. A classic dungeon crawl game, with a twist:</p><p>- people a little above average in talents and below average in experience getting into things high above their heads; advancement does not make them superheroes</p><p>- no magic over the cantrip level other than found items (strange and dangerous)</p><p>- combat that is quite lethal and better to be avoided</p><p>- mechanics to model fear and frustration; losing "courage points" (leading to backing off from the dungeon or panicking and getting killed) and "focus points" (leading to lowered awareness and reflexes, probably causing a death by trap) as dangerous as losing hit points</p><p>- resource management in scale of entire adventure, not a day or encounter</p></blockquote><p></p>
[QUOTE="steenan, post: 5334011, member: 23240"] I'm looking for a few different things, a few different games. I don't believe it's possible to make a game that would be useful for varied genres and settings; it's much better to focus and do one thing really good. I am currently looking for three types of fantasy games, or good ideas about how to implement them myself: 1. A game about an empire being born - mythic feel; great beasts, gods, natural disasters, powerful magic - heroes that start as ordinary men with a spark of inspiration and grow larger than life - mechanics for building the empire that focuses more on the growing legend than on finances, military and logistics - system that handles all kinds of quests and challenges that heroes face in a similar way (no matter if it is combat, trickery, negotiation, exploration etc.) - character advancement that's based directly on achievements (no XP, increasing skills, gaining levels or something similar) - no ancient artifacts or ruins - there was no civilization before 2. A game that could capture Brandon Sanderson's approach to fantasy magic - all characters are magic users - magic strongly tied to the setting, with all consequences taken into account - magic system that is narrowly defined in effects but allows a lot of creativity in uses (example from Mistborn: magical power that allows you to detect metal objects and push against them is used to shoot metal projectiles and defend from them, jump and fly by pushing off something on the ground, open hidden locks etc.) - encouragement for finding unusual uses for powers and their combinations that would be seen as abuses and loopholes in other games 3. A classic dungeon crawl game, with a twist: - people a little above average in talents and below average in experience getting into things high above their heads; advancement does not make them superheroes - no magic over the cantrip level other than found items (strange and dangerous) - combat that is quite lethal and better to be avoided - mechanics to model fear and frustration; losing "courage points" (leading to backing off from the dungeon or panicking and getting killed) and "focus points" (leading to lowered awareness and reflexes, probably causing a death by trap) as dangerous as losing hit points - resource management in scale of entire adventure, not a day or encounter [/QUOTE]
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