*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
March 05, 2014, 07:29:42 PM

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)
Pages: [1]
Print
Author Topic: Pollies: New Approach?  (Read 424 times)
ethan_greer
Member

Posts: 869


WWW
« 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.
Logged
Mike Holmes
Acts of Evil Playtesters
Member

Posts: 10459


« 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
Logged

Member of Indie Netgaming
-Get your indie game fix online.
Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!