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Your TTRPG Design Principles?
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<blockquote data-quote="pogre" data-source="post: 9248314" data-attributes="member: 6588"><p>My youngest son and I have written some home RPG rules that we are using in our current campaign. The organization is a train wreck, much of the game is derivative, and in short it's a glorious mess. But, we are having a lot of fun.</p><p></p><p>We came up with some design principles for our game:</p><p></p><p>1. Character creation should be simple.</p><p>2. The experience system should create lots of hard and interesting choices for characters. It should be far more complicated than character creation.</p><p>The idea behind the first 2 goals was to create something that is simple to learn, but increases with complexity as you play it - much like chess or bridge.</p><p>3. The magic system should not be predictable and have an element of danger for the user.</p><p>4. Heavily skill-based game.</p><p>5. Use percentiles, (I know this is a dealbreaker for lots of folks), so that players can quickly ascertain their chance of accomplishing something.</p><p></p><p>I am not asking for you opinion on our design goals - although you are certainly welcome to do so.</p><p></p><p>I am more interested in what your design principles for a TTRPG would be?</p></blockquote><p></p>
[QUOTE="pogre, post: 9248314, member: 6588"] My youngest son and I have written some home RPG rules that we are using in our current campaign. The organization is a train wreck, much of the game is derivative, and in short it's a glorious mess. But, we are having a lot of fun. We came up with some design principles for our game: 1. Character creation should be simple. 2. The experience system should create lots of hard and interesting choices for characters. It should be far more complicated than character creation. The idea behind the first 2 goals was to create something that is simple to learn, but increases with complexity as you play it - much like chess or bridge. 3. The magic system should not be predictable and have an element of danger for the user. 4. Heavily skill-based game. 5. Use percentiles, (I know this is a dealbreaker for lots of folks), so that players can quickly ascertain their chance of accomplishing something. I am not asking for you opinion on our design goals - although you are certainly welcome to do so. I am more interested in what your design principles for a TTRPG would be? [/QUOTE]
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