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<blockquote data-quote="kitsune9" data-source="post: 6143024" data-attributes="member: 18507"><p>I just finished one myself. You can download it under the post The Empire of the Raven rpg in this forum. It's kind of like a colonial game meets monsters and insanity. It was something I originally submitted for Design an RPG in 7 Days contest, but what I submitted was fairly incomplete for my goals. I definitely added some more material and I think that's one of the design issues in determining when to stop. Since I know that I have no time to be able to playtest it let alone bother to publish it, I only wanted to provide enough material for someone to run a few games and then be able to say, "Okay, this system works." or "Nope, game is too broken because of X, Y, and so on."</p><p></p><p>I did however set some clear guidelines as where I would stop so I wouldn't do more than necessary:</p><p></p><p>1. I set the number of talents, powers, and monsters at 20. I figure that's a good number as any to get a couple adventures of material if not more. The sample adventure though had more monsters in it.</p><p>2. I wanted the maximum number of skills to be 12, but ended up with 9.</p><p>3. I wanted the maximum number of professions to be 7, but ended up with 5.</p><p>4. 1 sample adventure, something simple (explore a tomb). Some hooks to go with it.</p><p>5. At least 3 campaign secrets so that GM's could write or do their own story arc for discovery. Once the campaign secrets have been discovered and resolved, then I actually consider the campaign (and the game in general) finished.</p><p></p><p>For my design considerations, I had thought of the game in terms of Pathfinder or Castles and Crusades, but I enjoy playing with all sorts of new systems, so wanted to design my own set of mechanics from the ground up. I'm sure that if I chose Castles and Crusades, it would have been a significantly smaller game (just races, class descriptions, and rules on insanity and Fortune and Grim points).</p></blockquote><p></p>
[QUOTE="kitsune9, post: 6143024, member: 18507"] I just finished one myself. You can download it under the post The Empire of the Raven rpg in this forum. It's kind of like a colonial game meets monsters and insanity. It was something I originally submitted for Design an RPG in 7 Days contest, but what I submitted was fairly incomplete for my goals. I definitely added some more material and I think that's one of the design issues in determining when to stop. Since I know that I have no time to be able to playtest it let alone bother to publish it, I only wanted to provide enough material for someone to run a few games and then be able to say, "Okay, this system works." or "Nope, game is too broken because of X, Y, and so on." I did however set some clear guidelines as where I would stop so I wouldn't do more than necessary: 1. I set the number of talents, powers, and monsters at 20. I figure that's a good number as any to get a couple adventures of material if not more. The sample adventure though had more monsters in it. 2. I wanted the maximum number of skills to be 12, but ended up with 9. 3. I wanted the maximum number of professions to be 7, but ended up with 5. 4. 1 sample adventure, something simple (explore a tomb). Some hooks to go with it. 5. At least 3 campaign secrets so that GM's could write or do their own story arc for discovery. Once the campaign secrets have been discovered and resolved, then I actually consider the campaign (and the game in general) finished. For my design considerations, I had thought of the game in terms of Pathfinder or Castles and Crusades, but I enjoy playing with all sorts of new systems, so wanted to design my own set of mechanics from the ground up. I'm sure that if I chose Castles and Crusades, it would have been a significantly smaller game (just races, class descriptions, and rules on insanity and Fortune and Grim points). [/QUOTE]
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