lundi 22 juin 2015

Nameless RPG: card-based system that pushes risk-taking and rewards good narative [WI

This unnamed rpg, is my attempt to practice my design skills. Hopefully it is worth continuing. Here are my design goals:

  • 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

Aucun commentaire:

Enregistrer un commentaire