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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 88 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: schismatic free rpg entering draft 3 feedback needed  (Read 17992 times)
Ron Edwards
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« Reply #15 on: May 05, 2001, 08:24:00 AM »

Side note: James has demonstrated the CORRECT AND APPROPRIATE use of illustrations in Forge postings. (Another good idea would be to ask the person you're responding to if you can e-mail them the picture privately.)

Standards for including illos in your postings are now posted in the Site Discussion forum.

Best,
Ron
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poppocabba
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« Reply #16 on: May 08, 2001, 04:27:00 PM »

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Ron Edwards
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« Reply #17 on: May 09, 2001, 05:37:00 AM »

"2-I beleive in the moral imperitive to jump start peoples ability to translate verbal data into mental images"

I buy that. To paraphrase ('cause that helps us know we understand one another, if we do), "Role-playing is a valuable creative activity."

Now for the next question: without using "just because" as an answer, why not use an existing system? What aspects OF role-playing that you want to emphasize have not been met by other systems? What range of games have you explored through actual play, and are you willing to try a few others that exist well outside this range?

Best,
Ron
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poppocabba
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« Reply #18 on: May 09, 2001, 10:11:00 AM »

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Paul Czege
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« Reply #19 on: May 09, 2001, 04:04:00 PM »

Christian Aldridge has been begging for plug-ins for Story Engine on the Hubris Games mailing list.
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My Life with Master knows codependence.
And if you're doing anything with your Acts of Evil ashcan license, of course I'm curious and would love to hear about your plans
poppocabba
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« Reply #20 on: May 11, 2001, 12:05:00 AM »

I liked maelstrom, but I doubt he would let me use the mechanics for my completely free rpg. and we did look at the system as a serious replacement in out early post-hero system stages,but found it was just a hair too lose to really contribute to game flavor more then our simple homebrew mechanic. I beleive I could adapt the system with a couple independant mechanics to give me what I need however
 I also was really advocating amber at that time as well, and I think defining characters abilities relitive to one another is a good way to add some form and unity to a group. I have always contended that amber could be adapted much more universally then it is,and that the books really short sighted some good ideas in favor of being fan fiction.
all this being said the main things I would be looking for in a system, are period flavored ways of representing combat, wealth, and status
what rpg has quick musket rules that add flavor?
the other concern is having something that informs magic specific to the setting, not making it too fantasy or comic book  w/o being to complex
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Paul Czege
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« Reply #21 on: May 11, 2001, 05:59:00 AM »

You should take a look at the freely downloadable Sixguns & Whiskey and Retro Rockets plug-ins from the Hubris Games website. I think as long as you're not duplicating the game engine itself in your plug-in, he'd green light you. From a marketing standpoint, the purpose of having freely downloadable plug-ins is to drive sales and interest in the rulebook.

And if you're personally hesitant of making your game such that it requires users to purchase someone else's core rulebook, there's the freely downloadable Story Bones light version of the Story Engine rules.

Additionally, when I was considering developing a plug-in for Story Engine I asked on the mailing list about things like replacing the Chaos Aspect with something else and was impressed by how open Christian is to intelligent modifications of even the core mechanics of the rules.

[ This Message was edited by: Paul Czege on 2001-05-11 10:01 ]
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My Life with Master knows codependence.
And if you're doing anything with your Acts of Evil ashcan license, of course I'm curious and would love to hear about your plans
poppocabba
Member

Posts: 48


WWW
« Reply #22 on: May 13, 2001, 01:23:00 AM »

well it is about 3.30 am, and I have just finished draft 3 as an incomparably better looking pdf. it comes to 41 pages w/ all the mechanics. please email me for draft copies, and hopefully tomorrow I will have downloads up as well from my website.
I also reveived a reply email from the story engine folks, and they were very reasonable and open to my (our) adaptation ideas to improve the mechanics.
I am really impressed with the retro rockets plug in.
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Paul Czege
Acts of Evil Playtesters
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« Reply #23 on: May 13, 2001, 07:21:00 PM »

I also received a reply email from the story engine folks, and they were very...open to my (our) adaptation ideas...

Hey...that's cool. Christian really does seem like a great guy.

I'd also recommend taking a close look at Sixguns & Whiskey. I think it's indirectly a great tutorial for customizing Story Engine. When you look at an Affinity like "Train Legs" (which would probably be an Acrobatics skill and and a specialized Knowledge skill in any other game system), you realize that you need to think differently for Story Engine; you need to distill your Affinities out from the elements of the style of the genre you're developing, rather than basing them on over-elaborate separation into distinct skills.

I also learned a lot about making specialized items with descriptors (either magical items, or by extension, future tech) by looking at the magical ones in the Dublin's Tomb downloadable as well.

Good luck,

Paul
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My Life with Master knows codependence.
And if you're doing anything with your Acts of Evil ashcan license, of course I'm curious and would love to hear about your plans
poppocabba
Member

Posts: 48


WWW
« Reply #24 on: May 15, 2001, 11:46:00 PM »

I went and posted to the hubris games site, and uploaded all the playtest files to their yahoo groups site
( http://groups.yahoo.com/group/Hubris-Games/files/ )
I have yet to get feedback from anyone other then the big cheese, so I beleive that anyone could download them from there.
 I hope to have some more potent posts over the weekend.
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poppocabba
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« Reply #25 on: May 22, 2001, 09:55:00 PM »

I have just completed draft 3 revison 1 after some painful proofing, and also I have the first developers newsletter half way done. I also have the first printed copies as well, and as an added incentive to get you guys thinking on the topic, I will send out a free copy to anyone that makes a usable contribution to the game, as well of our promo cd-rom w/ 100s of megs of rpg related material, and additional reference materials for the setting.
 the major overhaul is coming up, for draft 4 I am really getting into some major system revisions. right now I have decided to go with a hybrid system of characteristics with 7-8 system defined characteristics,and 2-3 player defined characteristics, and including some optional character templates. mostly I will still be going with some hubris games story engine mechanics. the other idea I am toying with is consquential character developement, and by that I mean having disadvantages based on skill set worked right into the generation, for example the more combat skills taken the more likely a combat injury is, and some mental disfunctions will also be related to unsupervised dealings with the supernatural.
 The more I consider period texts, the more I realize the possibilities of the setting come to me. james had addressed some converns about clarity and possibilities of the setting, but with authors such as Dumas, Hawthorne, and Voltaire writing works that would all be possible with in the setting I am very excited as I watch the concepts mature
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