Once more into the breach...
Nov. 11th, 2008 10:18 pmEvery so often I get the game design urge. Last time I came up with a system that when I did my first alpha playtest the game crashed and burned. Some serious design flaws that let a boy scout fight a giant mutant duck and win barehanded against it. So that one went onto the shelf.
But now the bug has bitten again and I'm working on another new set of RPG rules. The working title right now is "Clockwork Capers" but that may turn into an adventure or series of adventures. This time, I'm using time honored rules for creating a set of RPG rules:
I'm using rules from other games.
Well, sort of. I'm taking elements from different games and melding them into a new rule set that may be the game system I've always wanted. It's a one-game mechanic system, you have to roll less than or equal to your attribute plus skill ranks to succeed. That's normal, but what's different is that the number of dice you roll isn't fixed, it varies based on the level of difficulty. The harder the task, the more dice you have to roll.
To make sure I finish this, I'm going to hold my first playtest in January, 2009.
More to come...
But now the bug has bitten again and I'm working on another new set of RPG rules. The working title right now is "Clockwork Capers" but that may turn into an adventure or series of adventures. This time, I'm using time honored rules for creating a set of RPG rules:
I'm using rules from other games.
Well, sort of. I'm taking elements from different games and melding them into a new rule set that may be the game system I've always wanted. It's a one-game mechanic system, you have to roll less than or equal to your attribute plus skill ranks to succeed. That's normal, but what's different is that the number of dice you roll isn't fixed, it varies based on the level of difficulty. The harder the task, the more dice you have to roll.
To make sure I finish this, I'm going to hold my first playtest in January, 2009.
More to come...