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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 56 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Quick & Painless Roleplay (Final Draft)  (Read 583 times)
jdrakeh
Member

Posts: 120


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« on: August 09, 2003, 04:29:09 PM »

After processing feedback, playtesting, and finally getting off my duff to type the thing up proper, I've cobbled together a set of generic roleplaying rules in minimalist fashion. You can download them for free in .pdf format here:

http://www.angelfire.com/dragon/debris/

If you swing by and take a look (pardon the site, but I've given up on fancy layouts), any feedback that you folks can offer would be much appreciated, and if any of your ideas make it into future editions of the core rules (or supplements) you will be fully credited.

Thanks much, and good gaming.

Sincerely,
James D. Hargrove
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Sincerely,
James D. Hargrove
Jack Spencer Jr
Guest
« Reply #1 on: August 09, 2003, 04:54:56 PM »

Interesting concept. two minor nitpicky suggestions:

I would go ahead and say that one die is white and the other is black or whatever. Just so you can refer to the "Good" and "Bad" dice by different terms for variety's sake, but it refains clear which die you are talking about.

Second, I would replace all of the "quotes" which are distracting with a different type of emphasis
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ethan_greer
Member

Posts: 869


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« Reply #2 on: August 10, 2003, 08:16:19 AM »

Yes, about the quotes:  Quotes are valid only for actual quotations, and never for emphasis.

As for the system, it looks like it accomplishes what you set it out to do.  I don't see any real mechanical flaws, and as icing on the cake the writing is clear and concise.

Well done.
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jdrakeh
Member

Posts: 120


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« Reply #3 on: August 10, 2003, 09:40:44 AM »

Within the week I'll be replacing the mis-used quotes with bold type-set and adding a section that details my design goals. Thank you for your input, folks.

Sincerely,
James D. Hargrove
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Sincerely,
James D. Hargrove
Mike Holmes
Acts of Evil Playtesters
Member

Posts: 10459


« Reply #4 on: August 11, 2003, 09:08:55 AM »

Strikes me as a simpler form of Story Engine.

Personally, I'd just subtract the bad die from the good die, and then compare to a chart that broke down the quality of the results. It's just as easy to remember, and, for people like me, easier to comrehend. Too much syntax in the "exceeds x by more than y, but less than z", IMO. You could probably just include both methods.

Anything in particular you're looking for in terms of feedback? Not really much to say, unless you can give us some better idea of your particular goals. "Near freeform" systems are usually too straightforward for much technical analysis.

Mike
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jdrakeh
Member

Posts: 120


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« Reply #5 on: August 11, 2003, 12:50:27 PM »

Well, I posted an update (words previously encapsulated in quotation marks are now emphasized with italics and a clarification on damage as it pertains to combat was added).

Mike, after I posted the updated .pdf, I was struck by some similarities to the Hubris Games Story Engine. To that end, I'll be adding it to the "Credit Where It's Due" section.

On charts and tables, I specifically avoided including them in the core rules, but plan on including them in a future supplement entitled "A Quick & Painless Companion".

As for design goals, I'm editing a list of these for inclusion in the core rules (it should be updated again within the week). Also, the first story setting is slowly being compiled from longhand notes and should be ready in a month or two.

Thank you for your candor. I do hope that you (and other posters) will continue to evaluate the system as it's refined.

Sincerely,
James D. Hargrove
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Sincerely,
James D. Hargrove
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