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Indie Game Design
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Rpg "organization"
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Topic: Rpg "organization" (Read 1215 times)
Butch
Member
Posts: 15
Rpg "organization"
«
on:
April 09, 2002, 10:57:47 AM »
Hello everybody,
Just want to talk a little bit about "book" organization in a rpg (chapters organization).
I'm just beginning the writing of my game and before talking about organization I want to show you the "table of content" of my game:
Player's book
introduction
Part 1: Era Nova - The universe
chapter 1 - All that it was or the History of Akrhanti
chapter 2 - Mother Godess and her fellowship
chapter 3 - Dh'rok and his fellowship
chapter 4 - The Chosen ones
chapter 5 - All that it is or the geography of Akrhanti
Part 2: Era Nova - The system
chapter 6 - Some insight
chapter 7 - The game system (action resolution and combat)
chapter 8 - Economics and equipments
chapter 9 - The Chosen ones or the archetypes
chapter 10 - Habilities and special habilities
chapter 11 - Physical traits & psychological traits (the "emotion" play)
chapter 12 - "Personal growth" and evolution
chapter 13 - Character creation
Gamemaster's Book
Introduction
Chapter 1 - The way of the gamemaster
Chapter 2 - Character creation from the gm point of vue
Chapter 3 - Growth and evolution from the gm point of vue
Chapter 4 - Dh'rok and his monsters
Chapter 5 - Disappearance: a small adventure
Character's sheet
That's it!! What I would like to know if it's you find it too unusual to have the character creation chapter to be the LAST chapter in the player's book?!?
Usualy this chapter is one of the first in the system part. You read it and as long as you read it you want to make a character. Then you always have to look further to really make your character.
What do you think about it?!
Thank you.
Patrick
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Clinton R. Nixon
Member
Posts: 2624
Rpg "organization"
«
Reply #1 on:
April 09, 2002, 11:14:27 AM »
Patrick,
I can see some good reasons for putting the character creation in the back of the book, but am curious: what's your specific reason for it? I think the answer will help everyone evaluate whether or not it's a good idea.
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Clinton R. Nixon
CRN Games
Butch
Member
Posts: 15
Rpg "organization"
«
Reply #2 on:
April 09, 2002, 11:46:56 AM »
The specific reason why I put it in the end of the book is that it goes very well with the king of game that I want to do.
I want the player to be able to do exactly the character they want to play in the game universe. It's why you have the "setting" part first. You learn to know where your character will live, what kind of adventure he (or she) can live, etc. After that you have the rules, there the player learns how the system works, etc. After the rules, you have everything that compose a character: archetype, traits, habilities,etc. Finally, you learn in the character creation chapter how tu put all this together.
I think it's just a way to see it: learn every part of it before learning how to put it all together against learn how to put everything together and after that learn the thing separatly.
I'm not sure if I'm clear enough, if you don't understant please let me know, I will try to explain it a different way.
Patrick
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Walt Freitag
Member
Posts: 1039
Rpg "organization"
«
Reply #3 on:
April 09, 2002, 12:16:45 PM »
My foolproof method for determining if someone is a Body Snatcher Pod Person:
Write a set of instructions for doing something interesting. Preface those instructions with the admonition: "Read all instructions first before beginning!" Give copy of said instructions to test subject.
Only Pod People will obey. All Real Human Beings will ignore the admonition.
I can't even get my wife -- who's the best role player I know -- to read all the instructions of a
board game
in advance. After a paragraph or two it's, "enough rules, let's start playing and we can look up the rest of the rules when we need them." I'm the opposite extreme. I'm fanatical about reading the directions. But when I read an RPG book and I get to the part about the dude with the unpronounceable name who created the universe, I skip ahead until I find the part about how to play the game.
So, I understand what you're trying to do but be aware that it goes against human nature. Don't be surprised if a lot of readers read the chapters in exactly the reverse order they appear in the book.
On the more practical side, for those readers who may in fact prove to be Pod People, you'll need to introduce the defining system elements of a character in an earlier chapter, even if you don't include the rules for creating one. Otherwise it's going to be very awkward talking about things like resolution rules and character advancement that require character elements to perform.
- Walt
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Wandering in the diasporosphere
Valamir
Member
Posts: 5574
Rpg "organization"
«
Reply #4 on:
April 09, 2002, 12:27:11 PM »
You've just described me Walt. I find I don't have the patience to use a setting, no matter how cool, if the system sucks. I pick up an RPG book, flip open to the first few pages and say "who put all this world garbage first...where's the rules". If the game seemed compelling enough for me to hunt for them I will, otherwise the book goes back on the shelf.
I like character creation first because ALOT of the rules concepts are summed up on the character sheet. If the character sheet has 1 stat, a place for personality traits, and a big box for a picture, you know right there that its a very different type of system from one that has both sides crammed with columns of attributes, skills, and derived traits.
Often times 1 look at the character sheet and a brief jaunt through the character creation chapter will tell me if I have any interest in reading more.
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Ralph Mazza
Universalis: The Game of Unlimited Stories
Eugene Zee
Member
Posts: 61
All that was
«
Reply #5 on:
April 09, 2002, 12:49:20 PM »
Patrick,
The whole thing seems very organized, which is great. The only comment I would make is a small thing. "If All That Was" is the history of the world, wouldn't it make sense that "All That Is" is the current events of your world, as opposed to geography?
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Eugene Zee
Dark Nebulae
Eugene Zee
Member
Posts: 61
Character creation
«
Reply #6 on:
April 09, 2002, 12:51:46 PM »
I am not sure that I mind whether CC is in the beginning or the end. It varies with many products, that I play, and to tell you the truth I never even noticed.
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Eugene Zee
Dark Nebulae
Ron Edwards
Global Moderator
Member
Posts: 16490
Rpg "organization"
«
Reply #7 on:
April 09, 2002, 01:23:09 PM »
Hi Patrick,
Some interesting points on RPG organization were brought up during
this discussion
on the Sorcerer forum.
Best,
Ron
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Nathan
Member
Posts: 313
Or to be weird...
«
Reply #8 on:
April 09, 2002, 01:43:45 PM »
You could do simultaneous stuff...
As you recount the Great War (or whatever), the dialog box on the side of the box could be explaining COMBAT RULES. :) As you talk about the important people of the world, character creation rules run down the side.
Cool... If you do it, I'll buy you a haircut.
Thanks,
Nathan
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Le Joueur
Member
Posts: 1367
Lest We Forget...
«
Reply #9 on:
April 09, 2002, 01:56:16 PM »
Quote from: Ron Edwards
Some interesting points on RPG organization were brought up during
this discussion
on the Sorcerer forum.
Before we get too far, let's not forget
the companion thread
, spawned in Indie Game Design.
Fang Langford
p. s. Patrick, welcome to the Forge!
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Fang Langford is the creator of
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Christoffer Lernö
Member
Posts: 822
Rpg "organization"
«
Reply #10 on:
April 09, 2002, 11:04:36 PM »
Quote from: Valamir
I pick up an RPG book, flip open to the first few pages and say "who put all this world garbage first...where's the rules".
Hahaha me too! :)
Quote
I like character creation first because ALOT of the rules concepts are summed up on the character sheet.
And don't forget that a lot of the setting is revealed in the character creation rules as well.
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