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<blockquote data-quote="doctorbadwolf" data-source="post: 9248716" data-attributes="member: 6704184"><p>I like the sound of that.</p><p></p><p>My design goals for Crossroads have changed over the 11 years I’ve been writing and playing and rewriting it. For the current version, I essentially started from scratch so that I didn’t have to worry about artifacts of previous versions. The goals are:</p><p></p><p>1. The actual gameplay must be simple moment to moment, unless the player has chosen to opt in to greater complexity with their actions. The game should move on a mechanic that can be shown on the character sheet, and everything should reference that mechanic whenever possible </p><p>1a. When you need to do soemthing, you can just describe what you want to do, see what skills and specialties you’re good at, and make the check. The meat of the system is in the resolution system, not individual skill rules. </p><p></p><p>2. Combat, Enviromental, Esoteric, and Social, challenges should not feel like playing different games, but should be designed to most effectively give the desired play experience of that type of challenge</p><p></p><p>3. The book shouldn’t need to be opened during play</p><p></p><p>4. Character creation should result in a full character with tools for the various types of challenges, ties to the world, reasons to care about what’s happening, and a character sheet that tells them the vast majority of what they need to run the character.</p><p></p><p>5. Stuff like magic, tech, investigation, should have both simple skill/trait solutions like throwing fire, jury rigging a car or improvising a grenade, or checking a room for hidden drawers, and more complex long-form solutions, such as complex ritual magic, detailed tech crafting, and investigative sequences.</p><p></p><p>6. Success should often involve calling upon allies and contacts, calling in favors, making deals that leave you owing a favor, etc, but also just as often just be solved by the abilities of the PCs.</p><p></p><p>ETA: </p><p></p><p>7. The world should feel like our world but with many things just one degree to the left of what we know, and like there are secret worlds around every corner. It should feel weird. </p><p></p><p>8. Advancement comes from success in cases, not from killing stuff. </p><p></p><p>9. Downtime should be a core part of the game, including maintaining your normal life, training, researching, recovering from stuff, etc</p><p></p><p>10. Challentes (combat, social challenges, etc) should flow, and be elegant while allowing the depth to have characters have moves and countermoves ways to try harder, ways to interrupt, etc</p><p></p><p>11. Players should have authorship of a lot of the game, in conversation with the GM and eachother</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9248716, member: 6704184"] I like the sound of that. My design goals for Crossroads have changed over the 11 years I’ve been writing and playing and rewriting it. For the current version, I essentially started from scratch so that I didn’t have to worry about artifacts of previous versions. The goals are: 1. The actual gameplay must be simple moment to moment, unless the player has chosen to opt in to greater complexity with their actions. The game should move on a mechanic that can be shown on the character sheet, and everything should reference that mechanic whenever possible 1a. When you need to do soemthing, you can just describe what you want to do, see what skills and specialties you’re good at, and make the check. The meat of the system is in the resolution system, not individual skill rules. 2. Combat, Enviromental, Esoteric, and Social, challenges should not feel like playing different games, but should be designed to most effectively give the desired play experience of that type of challenge 3. The book shouldn’t need to be opened during play 4. Character creation should result in a full character with tools for the various types of challenges, ties to the world, reasons to care about what’s happening, and a character sheet that tells them the vast majority of what they need to run the character. 5. Stuff like magic, tech, investigation, should have both simple skill/trait solutions like throwing fire, jury rigging a car or improvising a grenade, or checking a room for hidden drawers, and more complex long-form solutions, such as complex ritual magic, detailed tech crafting, and investigative sequences. 6. Success should often involve calling upon allies and contacts, calling in favors, making deals that leave you owing a favor, etc, but also just as often just be solved by the abilities of the PCs. ETA: 7. The world should feel like our world but with many things just one degree to the left of what we know, and like there are secret worlds around every corner. It should feel weird. 8. Advancement comes from success in cases, not from killing stuff. 9. Downtime should be a core part of the game, including maintaining your normal life, training, researching, recovering from stuff, etc 10. Challentes (combat, social challenges, etc) should flow, and be elegant while allowing the depth to have characters have moves and countermoves ways to try harder, ways to interrupt, etc 11. Players should have authorship of a lot of the game, in conversation with the GM and eachother [/QUOTE]
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