Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Your TTRPG Design Principles?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lanefan" data-source="post: 9248452" data-attributes="member: 29398"><p>I don't know how multi-quote works on these boards; if I did, I could pick and choose about a dozen principles from the above 8 posts to make my own list - I think every one of you has something I'd fully endorse, and you each also hit something I'd not want to use. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>So, cribbing from the above posts in some cases:</p><p></p><p>--- character generation has to be simple. 15 minutes, tops, to get it table-playable; fine-tuned details can be filled in later.</p><p>--- character generation involves a moderate-to-high degree of randomness, players should be encouraged to come up with character concepts <strong>after</strong> seeing what the dice say, not before.</p><p>--- character options (playable classes, species, etc.) need to be clearly laid out, along with the relative benefits and drawbacks of each.</p><p>--- gating some of those options behind roll requirements etc. to enforce rarity is acceptable</p><p>--- general principle: no benefit without an associated drawback, and vice-versa.</p><p>--- exceprience and-or advancement is a reward for what the character does, not the player</p><p>--- no metacurrencies (e.g. 5e's inspiration, luck, etc.) that allow a player to overrule or retry a die roll after the result of the first roll is known</p><p>--- the magic system should be powerful, but sometimes have risks attached both for the caster and anyone nearby (hat-tip [USER=6588]@pogre[/USER] )</p><p>--- players should as much as possible approach any challenge by thinking what a person in that situation might plausibly do. (hat-tip [USER=6670763]@Yora[/USER] )</p><p>--- get modular. Taking a rule out [or changing or adding a rule] shouldn't cripple other parts of the game. (hat-tip [USER=6685730]@GMMichael[/USER] )</p><p>--- even if there's a best-playable or "sweet spot" range of character levels, make the design open-ended; i.e. no hard cap on level or progession.</p><p>--- design the zero end of the game as well as the hero end and let each table decide what part(s) of that they want to play.</p><p>--- PCs and NPCs are mechanically the same - a PC is generally representative of its class and species in the greater setting.</p><p>--- short-term balance between characters is a fool's errand, long-term balance is a worthy goal.</p><p>--- players have to know up front that bad things (including but by no means limited to character death) can and will happen to every character at some point, and the game has to be able to follow through on that threat.</p><p>--- the game needs to provide means to overcome or reverse those bad things, at some sort of major in-character cost or long-term penalty.</p><p></p><p>Well, that's a longer list than I expected. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 9248452, member: 29398"] I don't know how multi-quote works on these boards; if I did, I could pick and choose about a dozen principles from the above 8 posts to make my own list - I think every one of you has something I'd fully endorse, and you each also hit something I'd not want to use. :) So, cribbing from the above posts in some cases: --- character generation has to be simple. 15 minutes, tops, to get it table-playable; fine-tuned details can be filled in later. --- character generation involves a moderate-to-high degree of randomness, players should be encouraged to come up with character concepts [B]after[/B] seeing what the dice say, not before. --- character options (playable classes, species, etc.) need to be clearly laid out, along with the relative benefits and drawbacks of each. --- gating some of those options behind roll requirements etc. to enforce rarity is acceptable --- general principle: no benefit without an associated drawback, and vice-versa. --- exceprience and-or advancement is a reward for what the character does, not the player --- no metacurrencies (e.g. 5e's inspiration, luck, etc.) that allow a player to overrule or retry a die roll after the result of the first roll is known --- the magic system should be powerful, but sometimes have risks attached both for the caster and anyone nearby (hat-tip [USER=6588]@pogre[/USER] ) --- players should as much as possible approach any challenge by thinking what a person in that situation might plausibly do. (hat-tip [USER=6670763]@Yora[/USER] ) --- get modular. Taking a rule out [or changing or adding a rule] shouldn't cripple other parts of the game. (hat-tip [USER=6685730]@GMMichael[/USER] ) --- even if there's a best-playable or "sweet spot" range of character levels, make the design open-ended; i.e. no hard cap on level or progession. --- design the zero end of the game as well as the hero end and let each table decide what part(s) of that they want to play. --- PCs and NPCs are mechanically the same - a PC is generally representative of its class and species in the greater setting. --- short-term balance between characters is a fool's errand, long-term balance is a worthy goal. --- players have to know up front that bad things (including but by no means limited to character death) can and will happen to every character at some point, and the game has to be able to follow through on that threat. --- the game needs to provide means to overcome or reverse those bad things, at some sort of major in-character cost or long-term penalty. Well, that's a longer list than I expected. :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Your TTRPG Design Principles?
Top