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<blockquote data-quote="Stormonu" data-source="post: 6143203" data-attributes="member: 52734"><p>I have made several over the years, some that worked, many that didn't. They ranged from a Godzilla game back in the 80's (using percentage dice), through an Aliens game (which my group played with for about a year) to my latest work, the 54 system. I've published the 54 system - its a sort of 3E/4E hybrid fantasy heartbreaker that uses cards instead of dice, with the idea that using a hand of cards gives you slightly more story control than dice. I'm working on a science fiction version of the game, with only the sample game world left to flesh out.</p><p></p><p>As for advice, the hardest part is twofold: scope creep and finishing the darn thing. For example, when I started out on the 54 system, I wanted it to be no more than 108 pages (54 x 2). However, I found myself not necessarily adding rules so much as options - character subclasses, spells, maneuvers (martial powers/feats), even monsters. By the time I was "done", the book was in the 200+ page range. There's nothing wrong with that per say, but if you ever want to "finish" the game, you have let yourself hit a point where you say enough is enough - and put all those extra cool ideas to the side until you finish the part of the project you originally set out to do.</p><p></p><p>Likewise, if you do ever want to see it completed, you've got to discipline yourself to sit down and work on it. Set (reasonable) deadlines for when you'll get this section or that done. I found it takes me 6 months to a year to get a manuscript into basic form, working with it as a hobby and not as "my life". Sometimes, just putting what you've written aside for a day or two and coming back to it with fresh eyes will get you past a tricky part or may make you realize that you can reword this part or that much better.</p><p></p><p> And play with it - lots of times what looks good on paper stinks in actual play; either being to convoluted for its own good or prone to abuse or silly outcomes. Finally, don't make the mistake of falling in love with a rule so much you aren't willing to change it to make your game better. The more you use it, and as others interact with it, you may have to change this or that. If you get so attached to how something works (or doesn't work) in the game and are unwilling to change it, you just might kill interest in it.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 6143203, member: 52734"] I have made several over the years, some that worked, many that didn't. They ranged from a Godzilla game back in the 80's (using percentage dice), through an Aliens game (which my group played with for about a year) to my latest work, the 54 system. I've published the 54 system - its a sort of 3E/4E hybrid fantasy heartbreaker that uses cards instead of dice, with the idea that using a hand of cards gives you slightly more story control than dice. I'm working on a science fiction version of the game, with only the sample game world left to flesh out. As for advice, the hardest part is twofold: scope creep and finishing the darn thing. For example, when I started out on the 54 system, I wanted it to be no more than 108 pages (54 x 2). However, I found myself not necessarily adding rules so much as options - character subclasses, spells, maneuvers (martial powers/feats), even monsters. By the time I was "done", the book was in the 200+ page range. There's nothing wrong with that per say, but if you ever want to "finish" the game, you have let yourself hit a point where you say enough is enough - and put all those extra cool ideas to the side until you finish the part of the project you originally set out to do. Likewise, if you do ever want to see it completed, you've got to discipline yourself to sit down and work on it. Set (reasonable) deadlines for when you'll get this section or that done. I found it takes me 6 months to a year to get a manuscript into basic form, working with it as a hobby and not as "my life". Sometimes, just putting what you've written aside for a day or two and coming back to it with fresh eyes will get you past a tricky part or may make you realize that you can reword this part or that much better. And play with it - lots of times what looks good on paper stinks in actual play; either being to convoluted for its own good or prone to abuse or silly outcomes. Finally, don't make the mistake of falling in love with a rule so much you aren't willing to change it to make your game better. The more you use it, and as others interact with it, you may have to change this or that. If you get so attached to how something works (or doesn't work) in the game and are unwilling to change it, you just might kill interest in it. [/QUOTE]
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