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(November 03, 2007, 04:35:43 AM)
The Forge Archives
General Forge Forums
First Thoughts
(Moderator:
Ron Edwards
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Putting ideas on paper
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Topic: Putting ideas on paper (Read 915 times)
Jason aka Jay
Member
Posts: 5
Putting ideas on paper
«
on:
July 16, 2007, 08:03:43 PM »
I guess I'll start by introducing myself, my name is Jason but more comfortable with Jay (yes, i am quirky that way). I am 17, pale (no sun exposure), listen to music my parents hate... theres me lol. Ok, enough about my background and onto where I am helpless...
I have read these forums for quite awhile and have been interested in game designing since I was... ummm.. about 10 years old. I have several ideas for games but the problems comes when I go to type these ideas. I have tried doing character bios first and did them but no juice left to finish and abandoned the work (for that I am stupid to not keep it). Tried doing the "exciting" parts first then nothing to look forward to... (stupidity followed after... delete.)
So heres my question, is there a way that some of you have found to stay interested in the project until completion?
If it helps, my ideas are mostly RPG's and story based FPS's
Any help is GREATLY appreciated!
Thanks,
Jay
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Jason aka Jay
Member
Posts: 5
Re: Putting ideas on paper
«
Reply #1 on:
July 16, 2007, 08:18:28 PM »
After thinking about it a few minutes, scratch FPS from my original post - long ways away.
I am more concerned in things that can be done at my current level of experience (w/o advanced programming) so my focus is RPG's. Stuff that can begin as table top and be upgraded to graphical. I would like to see a table top FPS :-)
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GreatWolf
Member
Posts: 1155
designer of Dirty Secrets
Re: Putting ideas on paper
«
Reply #2 on:
July 16, 2007, 11:32:45 PM »
This answer won't sound helpful, but it is true.
The best way to learn to finish a game is to finish one.
The first one is the hardest, and, at some point, you will want to give up. Have someone around who will remind you to keep going and listen to him.
Don't cut any corners, either. Do your best.
Then, one fine day, you will be done. Really, honestly, done.
There are no tricks, only the discipline of finishing. But it gets easier with practice.
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Seth Ben-Ezra
Dark Omen Games
producing
Legends of Alyria
,
Dirty Secrets
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A Flower for Mara
coming soon:
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Eldrad
Member
Posts: 76
Re: Putting ideas on paper
«
Reply #3 on:
July 17, 2007, 05:57:11 AM »
Start with simple mechanics for what the main theme of the game is.
What rules do you need to play?
For example Combat and Movement rules?
Skills and such.
Keep them simple or try freeforming it.
What rules do you have so far?
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Jason aka Jay
Member
Posts: 5
Re: Putting ideas on paper
«
Reply #4 on:
July 17, 2007, 07:33:34 AM »
Thank you for the replies. I'll give it another shot and maybe this time I can finally complete something.
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Jason aka Jay
Member
Posts: 5
Re: Putting ideas on paper
«
Reply #5 on:
July 17, 2007, 07:41:19 AM »
Quote from: Eldrad on July 17, 2007, 05:57:11 AM
What rules do you have so far?
I don't have any rules in mind at the moment. The only table top I have played is D&D with D20 system. Perhaps I'll try to modify it to find something that fits.
Theres a few things I want to try however, such as a modifiers that are based on protecting someone precious or emotions like anger.
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Anders Larsen
Member
Posts: 270
Re: Putting ideas on paper
«
Reply #6 on:
July 17, 2007, 12:19:24 PM »
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Callan S.
Member
Posts: 3588
Re: Putting ideas on paper
«
Reply #7 on:
July 17, 2007, 04:12:19 PM »
Quote from: Jason aka Jay on July 17, 2007, 07:41:19 AM
Theres a few things I want to try however, such as a modifiers that are based on protecting someone precious or emotions like anger.
Check out "The riddle of steel" RPG. It has spiritual attributes the players define, like "Love for my wife" or "Destiny: Kill the king that betrayed me". The character gets bonuses (extra dice) whenever he engages them and those bonuses apply immediately. It's pretty sweet!
Now this is a bit of a guess, but when you were writing up the bios but then got bored: Do you perhaps want this bit to actually come out in play? Like lets take that guy who wants to kill the king that betrayed him...BUT the kingdoms being invaded and a dead king would mean a collapse in the military defense, so many would die. Does he still take his chance to kill the betrayer king?
I mean, writing up what he would choose in a bio would be sooo boring, really, and in this case it wouldn't be surprising to be bored and not write it/finish it.
But, do you think it'd be interesting if it was determined in play - by another player even, so you don't know what the choice will end up being?
Just saying this because maybe your boredom is
right
- that boredom says 'Leave that bit for gaming night!'
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Philosopher Gamer
<meaning></meaning>
GreatWolf
Member
Posts: 1155
designer of Dirty Secrets
Re: Putting ideas on paper
«
Reply #8 on:
July 17, 2007, 05:56:23 PM »
Quote from: Anders Larsen on July 17, 2007, 12:19:24 PM
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Seth Ben-Ezra
Dark Omen Games
producing
Legends of Alyria
,
Dirty Secrets
,
A Flower for Mara
coming soon:
Showdown
Jason aka Jay
Member
Posts: 5
Re: Putting ideas on paper
«
Reply #9 on:
July 17, 2007, 06:32:30 PM »
That may help, when I would write something I would always pinpoint their personality and their objectives in life. So basically I should try to create this to be more about the players personality rather than the characters.
I would always try to make more of a Final Fantasy style game with set personality and stuff like that, maybe I should look back more to my D&D days
Thanks
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Narmical
Member
Posts: 21
Mitch "Narmical" Morris
Re: Putting ideas on paper
«
Reply #10 on:
July 19, 2007, 06:13:31 AM »
I fully endorse playtesting to keep your intrest.
Also remember, you dont have to have all the rules wirten down even it play test.
Usualy, for simple games, i keep all the rules in my head untill its almost done.
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Ninja vs Pirates -- Card Games & Board Games
Ninja vs Pirates Podcast
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