The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 12:34:25 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
General Forge Forums
First Thoughts
(Moderator:
Ron Edwards
)
Sim flags
Pages:
1
[
2
]
« previous
next »
Author
Topic: Sim flags (Read 1944 times)
Tommi Brander
Member
Posts: 114
Re: Sim flags
«
Reply #15 on:
April 18, 2006, 11:40:45 PM »
Quote from: Ron Edwards
I like the idea of every character being composed of the same traits, because that leads me to think that different people will combine the traits in different ways. Is that right? Everyone will really learn about one another, because of each person's individual expression or combination of the same traits?
That is exactly true.
I do not know how boring the process is. No playtesting yet.
Dav, this is not a complete game. Only one aspect of it. I will post more stuff, hopefully soon.
Logged
Dav
Member
Posts: 432
Re: Sim flags
«
Reply #16 on:
April 19, 2006, 07:50:36 PM »
I would say, then, to finish the initial manuscript and idea, then take a look at the whole. To design a system, piecemeal, and ask for advice outside of context doesn't allow for relevant feedback. Start with explaining the character(s), and the players roles regarding those characters. Then explain the core conflict presented by the premise of your game. THEN descirbe your system, and how that system reinforces (through reward, tension, risk-behavior, what-not) and drives the first two points. Right now, I think the general problem would be that your aren't telling us what you want your game to be about and to do. World-building is nice, but it isn't a game, that's a setup.
In essence: before anyone can realistically give adequate feedback, they must be sold on some concept of your game. What is your pitch?
Dav
Logged
Pages:
1
[
2
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum