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<blockquote data-quote="overgeeked" data-source="post: 9311644" data-attributes="member: 86653"><p>The game should only be as long as it absolutely needs to be. In my experience, that means a few paragraphs on average with a few pages as the typical upper limit. </p><p></p><p>Mechanics should be as simple and generic as possible for ease of use and portability. If one mechanic can cover multiple situations, you don't need distinct mechanics for those other situations. For example, things like clocks are preferable to dozens of bespoke mechanics. </p><p></p><p>Missing a turn is not fun, it's a punishment, and it's a failure of design. Do not include "you don't get to play the game" as part of game play. </p><p></p><p>"Play to find out" is the cornerstone of modern gaming. Player agency and improvisation are king. Anything that pushes heavy prep and railroading is a design failure. </p><p></p><p>Characters with goals make the referee's life dramatically easier. Character creation should include picking goals. </p><p></p><p>Combat should not be a separate minigame that feels distinct from the rest of play. The game should stick with the "RPGs as conversation" style of play.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9311644, member: 86653"] The game should only be as long as it absolutely needs to be. In my experience, that means a few paragraphs on average with a few pages as the typical upper limit. Mechanics should be as simple and generic as possible for ease of use and portability. If one mechanic can cover multiple situations, you don't need distinct mechanics for those other situations. For example, things like clocks are preferable to dozens of bespoke mechanics. Missing a turn is not fun, it's a punishment, and it's a failure of design. Do not include "you don't get to play the game" as part of game play. "Play to find out" is the cornerstone of modern gaming. Player agency and improvisation are king. Anything that pushes heavy prep and railroading is a design failure. Characters with goals make the referee's life dramatically easier. Character creation should include picking goals. Combat should not be a separate minigame that feels distinct from the rest of play. The game should stick with the "RPGs as conversation" style of play. [/QUOTE]
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