(http://www.bluedevilgames.com/images/bullseye_100.gif)
It's going on about two years in development, and I'm finally ready to release the outline for the book for public dissection.
1 Please, please, please take a look and pepper me with questions, suggestions,
asshat bickering, and criticism regarding organization, content, or anything else that pops into your head.
1.0 Introduction21.1 Role-Playing Games
1.1.1 Overview
1.1.2 Game Moderator
1.1.3 Players
1.1.4 Implements of Play
1.2 Using the Text
1.2.1 Organization
1.2.2 Layout
1.2.3 Language and Usage
1.3 The Bullseye System
1.3.1 Overview
1.3.2 Design Goals
1.3.3 Strengths
1.3.4 Weaknesses
1.3.5 Comparison to d20
2.0 Conflicts2.1 Checks
2.1.1 Process
2.1.2 When To Roll
2.1.3 Yield
2.1.4 Yield Table
2.1.5 Target vs. Opposed
32.2 Modifiers
2.2.1 Modifier Table
2.2.2 Qualities
2.2.3 Situation
2.2.4 Impairment
2.2.5 Sample Modifiers [aid, equipment, lack of training]
2.2.6 As Comparative Measurements
2.2.7 Cumulative vs. Redundant
2.3 Targets
2.3.1 Target Table
2.3.2 Generation
2.3.3 In Relation to Modifiers
2.4 Spread
2.4.1 Spread Table
2.4.2 As Base Damage
2.4.3 Damage Modifier Table
2.4.4 Depletable Qualities
2.5 Quick 10
2.6 Summary
3.0 Player Characters3.1 Generally
3.2 Mechanical Elements
3.3 Qualities
3.3.1 Quality Table
3.3.2 Forms
3.3.3 Setting-Specific
3.4 Accents
3.5 Color
3.6 Creation
3.6.1 Character Concept
3.6.2 Modifier Qualities
3.6.3 Modifier Accents
3.6.4 Depletable Qualities
3.6.5 Packages
3.7 Summary
4.0 Depletable Qualities4.1 Generally
4.2 Relevant Checks
4.3 Depletion
4.4 Impairment
4.5 Restoration
4.6 Individual Pools vs. Group Pools
4.7 Multiple Depletable Qualities
4.8 Sample Depletable Qualities
4.8.1 Health
4.8.2 Sanity
4.8.3 Faith
4.8.4 Time
4.9 Summary
5.0 Character Actions5.1 Timing
5.2 Order
5.3 Movement
5.4 Exotic Actions
6.0 Complex Conflicts6.1 Generally
6.2 Sample Complex Conflicts
6.2.1 Combat
6.2.2 Grappling
6.2.3 Debate
6.2.4 Seduction
7.0 Injury7.1 Hazards
7.2 Damage
7.3 Conditions
7.4 Impairment
8.0 Game Moderation8.1 Calling for Checks
8.2 Clarifying Tasks
8.3 Setting Targets
8.4 Negotiating Modifiers
8.5 Interpreting Results
8.6 Character Advancement
8.7 Breaking Rules
8.8 Managing Players
9.0 Campaign Management9.1 Settings
9.2 Adventures
9.3 Encounters
9.4 Opponents [NPCs]
9.5 Scaling
9.6 Selecting Depletable Qualities
9.7 Building Character Packages
9.8 Building Rules Sub-Systems
x9.8.1 Magic
9.8.2 Superpowers
10.0 Variants10.1 Alternate Dice
10.2 Bullseyes
10.3 Plot Points
10.4 Shifting Scales
10.5 Free-Form Character Creation
Appendix A: Glossary of Game Terms and Abbreviations
Appendix B: The Master Table
Appendix C: Character Sheet
Appendix D: Limited License for Derivative Works
Index
Essays4"Everything Matters" – The nature and goals of role-playing and the methods of achieving those goals. Communication and social contract.
"A Game by Any Other Name" – Terminology and jargon and their importance.
"Conflict Resolution vs. Task Resolution: A False Dichotomy"
"Says Who?" - Narration Rights
"Salute the Flag" - Identifying and using Flags
Notes1I've touched on this before in other topics, but I employ a fairly odd method of design. Short version: I think and think and think and think some more. When I finally get ready to put pen to paper it goes pretty quickly. I have lots of notes and a few sections already drafted, but it's about 90% in my head.
2Part of the design paradigm for Bullseye is that I'm designing it as a transparent text along the lines of a computer instructional manual. The outline will be the table of contents. Each section will start on a new page. No illustrations whatsoever. That sort of thing.
3I really hate these terms. (Representing checks made against target numers versus opposed checks.) They're not particularly descriptive. They're not even parallel. Any suggestions for alternates would be greatly appreciated. More generally, using the "perfect" word for each game term is one of my nigh-unattainable goals. Comments regarding my choice of terminology are also greatly appreciated.
4In my never-ending quest to make Bullseye as unappealing as possible, I'm including a series of theory-related essays. I'm hoping they'll be both helpful for play and informative of the design philosophy. Any ideas for additional essay would be greatly appreciated.