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When designing, do you ever think of a cool trait first?
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Topic: When designing, do you ever think of a cool trait first? (Read 1905 times)
Daniel Solis
Member
Posts: 411
When designing, do you ever think of a cool trait first?
«
on:
April 06, 2004, 06:46:16 AM »
I have a habit of coming up with names for traits that sound evocative and somewhat appropriate for a game without actually having a reason for those traits to exist in the system.
I'll try to work the game around so that the traits have a reason to be there. Sometimes it's successful, as it was with "Whispers" in Zombie: the Coil. Sometimes they just get tossed to the side, like the "Beef/Grease/Face" stats in PUNK.
Now I've got this other trait stuck in my head for Gears & Spears: "Chroma."
I think it's a particularly cool-sounding word that fits mysticism and robots equally well, but i don't have a reason for it to exist yet! My initial thought is that chroma sounds like some kind of glowing aura of energy and power surrounding tribal heroes in times of drama. But I'd like to hear what other folks' thoughts are on the trait. So... Chroma... what is it?
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Meatbot Massacre
Giant robot combat. No carbs.
Shreyas Sampat
Member
Posts: 970
When designing, do you ever think of a cool trait first?
«
Reply #1 on:
April 06, 2004, 06:52:43 AM »
I generally think of cool mechanics and then build a game around those, but it's the same thing, really, as what you're doing.
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summerbird
Ron Edwards
Global Moderator
Member
Posts: 16490
When designing, do you ever think of a cool trait first?
«
Reply #2 on:
April 06, 2004, 07:39:50 AM »
I did that with Trollbabe, before the image of trollbabes came to me as the Character/Color central-concept.
But it was the utterly
un
-evocative terminology of "the number" that appealed.
Best,
Ron
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Lxndr
Acts of Evil Playtesters
Member
Posts: 1113
Master of the Inkstained Robes
When designing, do you ever think of a cool trait first?
«
Reply #3 on:
April 06, 2004, 09:03:16 AM »
Although Fastlane started off with a weirdo idea about a roulette wheel, I wasn't really grabbed by the collar and tossed around by it until I decided on the first attribute -
Sobriety
. After that, I was hella enthused.
So, yeah. I like the nifty names. And I like the nifty mechanics. And the nifty concepts. I just like nifties of any sort.
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Alexander Cherry,
Twisted Confessions Game Design
Maker of many fine story-games!
Moderator of
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orbsmatt
Member
Posts: 86
When designing, do you ever think of a cool trait first?
«
Reply #4 on:
April 06, 2004, 09:14:56 AM »
Nifty names are a lot of fun. I think that can add a lot of character to a game.
In fact, I think I'm going to come up with some for mine to make it more of the feel of the planet that they're on!
Boy I love inspirations!
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Matthew Glanfield
http://www.randomrpg.com
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xiombarg
Member
Posts: 1183
When designing, do you ever think of a cool trait first?
«
Reply #5 on:
April 06, 2004, 09:45:32 AM »
Yeah, I did that with
Rise Again
, which later became
Unsung
...
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Clinton R. Nixon
Member
Posts: 2624
When designing, do you ever think of a cool trait first?
«
Reply #6 on:
April 06, 2004, 10:08:12 AM »
Wherewithal, anyone? Cerebrality?
Personally, my favorite stat name in any game anywhere - which is why I stole it for Donjon - is Discernment. It reminds me of my grandma.
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Clinton R. Nixon
CRN Games
Daniel Solis
Member
Posts: 411
When designing, do you ever think of a cool trait first?
«
Reply #7 on:
April 06, 2004, 11:15:41 AM »
This might make an interesting game design challenge. Grab a thesaurus or dictionary, flip through the pages at random and drop a finger. Whatever word you land on is a core stat in a your shiny, new RPG.
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Meatbot Massacre
Giant robot combat. No carbs.
taalyn
Member
Posts: 370
Aidan Grey
When designing, do you ever think of a cool trait first?
«
Reply #8 on:
April 06, 2004, 11:26:19 AM »
The bibliomancy is how I come up with terminology for some of Crux: Ghedde, the biggest city in the Plasm/Otherworld, has three rivers, named Skintight, Anemia, and Glance. It goes so far to make for surreal.
And Clinton - Hear hear! I love the attributes in Donjon!! Always one of my favorite parts.
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Aidan Grey
Crux
Live the Abnatural
Jonathan Walton
Member
Posts: 1309
When designing, do you ever think of a cool trait first?
«
Reply #9 on:
April 06, 2004, 11:28:40 AM »
I'm totally sensory in the brainstorming phase, which is partially why I have such hardcore Sim tendencies. I picture what I want the game to look and feel like in my mind, what images and emotions I want to communicate to the players, and then I build the game to do just that.
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One Thousand One
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Bleeding Play
talysman
Member
Posts: 675
When designing, do you ever think of a cool trait first?
«
Reply #10 on:
April 06, 2004, 01:55:04 PM »
I was once asked to design an RPG based around the nine traits/ability scores listed in
this cartoon
, but I never finished it. I did come up with a lot of cool setting stuff, though. I'd like to actually do the game at some point.
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John Laviolette
(aka Talysman the Ur-Beatle)
rpg projects:
http://www.globalsurrealism.com/rpg
Daniel Solis
Member
Posts: 411
When designing, do you ever think of a cool trait first?
«
Reply #11 on:
April 06, 2004, 05:15:21 PM »
I'd definitely like to see what you've got developed so far. Those traits sound like a lot of fun. :)
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Meatbot Massacre
Giant robot combat. No carbs.
Rich Forest
Member
Posts: 226
When designing, do you ever think of a cool trait first?
«
Reply #12 on:
April 06, 2004, 05:46:41 PM »
I do this sometimes. Sometimes it's more destructive than constructive for actually finishing ;-) When I first started thinking about
Fist of the Assassin
, the three core traits came to me in a flash: Life, Death, and Kung Fu.
And I've been struggling with them ever since. But I dig 'em, so it's awfully hard to part. They're good old friends. Anyway, maybe they aren't the problem--I've been pretty consistently unproductive about finishing RPG designs anyway. Maybe someday they'll be in the final version of the game. I still like 'em as a trio.
Rich
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Daniel Solis
Member
Posts: 411
When designing, do you ever think of a cool trait first?
«
Reply #13 on:
April 06, 2004, 06:56:17 PM »
Those really are great trait names! I can imagine the trio spun out into a bunch of different concepts.
Life, death, rock 'n roll?
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Meatbot Massacre
Giant robot combat. No carbs.
clehrich
Member
Posts: 1557
When designing, do you ever think of a cool trait first?
«
Reply #14 on:
April 06, 2004, 07:47:18 PM »
Hey Paul, did you come up with Self-Loathing and Weariness early in the process or late? Seems like an excellent example, but maybe that came late.
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Chris Lehrich
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