Partway through this thread, you talked about your ideas for your product (as opposed to what you don't like about WotC's product). If I may, I'll skip over the rest and address what I found worthwhile.
Good for you! I agree. A book that can help to achieve this would be a useful book.
Are you a successful fiction writer? If you are, please go write a novel about a setting made for fiction and don't take up space in my roleplaying supplement. Fiction in a RPG product is usually an annoying waste of paper. In the rare case that it's interesting and well-written, it's still low in information density for gaming purposes, as I've said elsewhere.
Complex motivations, beyond single keyword alignment or allegiance, are good. Game material to support them would be excellent.
What a character looks like at first sight is only interesting for a moment. I hope your work will concentrate on what he does and how he develops over time.
This sounds very interesting. You might want to look into how Spycraft does it.
Don't know what that means. Can you expand on what you mean by story elements?
We never told we want to be a paladin. We told that , we wanted to manage a character who didnt know much about his past but feeled that he was a good person and trying to help people in every condition. Someone who started to see things unreal since he was half mad and even schizophrene and he had no clue about it.
These things made me to play this game not throwing dices.
Good for you! I agree. A book that can help to achieve this would be a useful book.
What i am planning is.
It will start with a told scene like coming from novels. I want to describe a nonfamous hero from start what he experienced with events and with encounters.
Are you a successful fiction writer? If you are, please go write a novel about a setting made for fiction and don't take up space in my roleplaying supplement. Fiction in a RPG product is usually an annoying waste of paper. In the rare case that it's interesting and well-written, it's still low in information density for gaming purposes, as I've said elsewhere.
I want to put real combinations. A man looking strict at sight, but giving crucial importance to families and willing for goodness, although he is not a good person at all. is what i want as a start.
Complex motivations, beyond single keyword alignment or allegiance, are good. Game material to support them would be excellent.
What a character looks like at first sight is only interesting for a moment. I hope your work will concentrate on what he does and how he develops over time.
There will be flaw-merit system but not like before. Merits for a contract with DM. Dm puts an entangle front of a character by offering a nice bonus to him about something. But dm doesnt tell what it is to the character.
This sounds very interesting. You might want to look into how Spycraft does it.
Story elements ,it will be the strongest point of the manual.
Don't know what that means. Can you expand on what you mean by story elements?
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