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Indie Game Design
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Pollies: New Approach?
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Topic: Pollies: New Approach? (Read 424 times)
ethan_greer
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Posts: 869
Pollies: New Approach?
«
on:
October 09, 2002, 07:24:22 PM »
Hey gang,
I've spent the evening fleshing out and beefing up my house generic system, Pollies, and I've come to a question:
Should I present Pollies as I was, as simply a setting-neuter system with a setting-specific "module" or two included as separate documents?
OR
Should I integrate a "default" setting with the system, and then include guidelines for customizing Pollies to different settings?
If it makes any difference, the specific setting would be fantasy - I usually run my games in HârnWorld.
Any thoughts, suggestions, links to older threads that I missed, etc. would be greatly appreciated.
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Mike Holmes
Acts of Evil Playtesters
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Posts: 10459
Pollies: New Approach?
«
Reply #1 on:
October 10, 2002, 05:51:11 AM »
Good question.
I would present it as generic, and then present a world module that shows it's specific application. That is, assuming that the engine (core rules you had in the other thread) will operate identically in all worlds. If the engine actually changes, then present a world with the mechanics.
Mike
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