This unnamed rpg, is my attempt to practice my design skills. Hopefully it is worth continuing. Here are my design goals:
While it is incomplete (and I haven't gotten nearly as far on the intended setting), I think this revision the stage where I can show others. I would really appreciate comments, criticism, questions and suggestions (no matter how brutal)!
LINK TO DOCUMENT - Comments Enabled
- Have a 'feel' that encourages risktaking. (Anti-'death-spiral', rewarding pushing yourself)
- Mechanics that encourage and guide good storytelling. Even for groups new to the medium.
- Should try not to pull the player 'out of character'.
- Never force player or character action. Just encourage/pull.
- Symmetric Mechanics for social and physical conflicts
- Allow players to participate even when their characters can't (working on it)
- Keep cognitive load low during play.
- Have a bit of mechanical crunch that allows for differentiation/mechanics fun.
- Keep it easy to gm, and provide decent flow for doing so (working on it)
While it is incomplete (and I haven't gotten nearly as far on the intended setting), I think this revision the stage where I can show others. I would really appreciate comments, criticism, questions and suggestions (no matter how brutal)!
LINK TO DOCUMENT - Comments Enabled
Nameless RPG: card-based system that pushes risk-taking and rewards good narative [WI
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