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9/11/2002 Matt Wilson: sanity check on G vs. S
Some days I feel slow... check my math here, someone? Shadowrun supports gamist play because it's mostly about "missions," where the players go nuts with tactics of all sorts and…
In GNS Model Discussion
Participants: Matt Wilson, Ron Edwards, KAR 120 C, Wart.


9/13/2002 Matt Wilson: Ghosts of the Empire
[b]Premise: [/b]exploration-focused space opera in the far future, with heaps of ruins, lost tech, aliens, creepy stuff, and politics. [b]The story: [/b] The history of this setting is but scraps…
In Indie Game Design
Participants: Matt Wilson, Ron Edwards, Mike Holmes, greyorm, ADGBoss.


9/16/2002 Matt Wilson: the purpose of system/rules
One of the stronger presences at the Forge is that of developing good narrative-focus games. Good. Most big games out there seem like the anti-narrative to me. I think the…
In RPG Theory
Participants: Matt Wilson, Matt, Mike Holmes, simon_hibbs, Le Joueur, lumpley, Ron Edwards, M. J. Young, GB Steve, Jeremy Cole, Jonathan Walton, Anthony, Alan, Emily Care, Seth L. Blumberg, Jake Norwood, Jack Spencer Jr.


9/16/2002 Matt Wilson: Ghosts system ideas, first goal
I did a little thinking about what I wanted the system in Ghosts to accomplish - some of which I cut out and posted in the theory forum, for reference.…
In Indie Game Design
Participants: Matt Wilson, Mike Holmes, Marco, ADGBoss.


9/17/2002 Matt Wilson: electronic publishing potential
I used to really dig getting the games in the cardboard box that had all the different booklets and a map and all that neat stuff. I'm thinking that if…
In Publishing
Participants: Matt Wilson, Ron Edwards, Clay, Valamir, Gordon C. Landis, kevin671, Le Joueur.


9/18/2002 Matt Wilson: I bought Sorcerer and think it's just marvy
Since I may well be playin' in a game with Mr. Prez, I grabbed Sorcerer and Sorcerer and Sword at my FLGS on the way home. I picked up the…
In Adept Press
Participants: Matt Wilson, Ron Edwards, Jake Norwood, Alan, Maurice Forrester.


9/19/2002 Matt Wilson: printing costs breakdown
I was looking for certain bits of publishing info in the resources section and didn't see it, and I'm a bit surprised. I do a lot of printing-related stuff at…
In Publishing
Participants: Matt Wilson, Ron Edwards, Mike Holmes, Alex Knapik.


9/19/2002 Matt Wilson: How protective are you of your game ideas?
In another thread in actual play, Alan asked about using a mechanic idea similar to that in Donjon. To which Mike said: one cannot prevent another designer from using a…
In Publishing
Participants: Matt Wilson, Valamir, Ron Edwards, Gordon C. Landis, Le Joueur, Mike Holmes, kevin671, contracycle, Christoffer Lernö, Andrew Martin.


9/19/2002 Matt Wilson: exertion/fatigue idea for Ghosts
I imagined Ghosts having many situations in which characters are in stressful situations and have to push themselves. Not just when fighting, but in any situation. So I thought that…
In Indie Game Design
Participants: Matt Wilson, deadpanbob, Mike Holmes, damion, Jeffrey Miller.


9/23/2002 Matt Wilson: one small step, one giant leap
I haven't played Donjon yet, so you can call me for posting out my ass, but from everything I've read on the Forge and other places, the game deserves yet…
In CRN Games
Participants: Matt Wilson, Clinton R. Nixon.


9/24/2002 Matt Wilson: plot points idea
I really like how TROS uses spiritual traits to do two things at once: promote character development and simulate it by generating xp. It got me thinking of an idea…
In Indie Game Design
Participants: Matt Wilson, Jared A. Sorensen, ADGBoss, Mike Holmes, M. J. Young, Jeffrey Miller.


9/24/2002 Matt Wilson: mechanic idea: too clunky?
Characters have traits, which are something like attributes + skills mixed together -- nod to WEG's Star Wars. Each trait is ranked from 1-5. Roll that many d20s and take…
In RPG Theory
Participants: Matt Wilson, Andrew Martin, Henry Fitch, Jeffrey Miller.


10/1/2002 Matt Wilson: system for GotE drafted and revised.
Ghosts uses a dice pool mechanic with d12s, determined by a character's Traits (general ability and competence) and Tags (write-in specializations). Always opposed (Mike already has enough to rant about),…
In Indie Game Design
Participants: Matt Wilson.


10/4/2002 Matt Wilson: system critiques
I read an older post where Ron quoted himself from his GNS essay, where he talks about Hero's problem with "soybean trading." It got me wondering what Ron thinks about…
In RPG Theory
Participants: Matt Wilson, Ron Edwards, Mike Holmes.


10/7/2002 Matt Wilson: I played me some Donjon with the Man himself
Tried me out some Donjon yesterday, with the creator hisself. Donjon is cool. You can do pretty much anything. And it seems like a dream come true for the otherwise…
In Actual Play
Participants: Matt Wilson, Bankuei, Jeffrey Miller, Zak Arntson, jdagna, Mike Holmes, Clinton R. Nixon.


10/10/2002 Matt Wilson: analysis: 2300 AD
I've heard rumors of a re-release of 2300 AD at some point, so I thought it'd make for a good analysis subject. And I own a copy, so that helps.…
In RPG Theory
Participants: Matt Wilson, Andrew Martin, Mike Holmes, efindel, Gordon C. Landis.


10/18/2002 Matt Wilson: mechanic idea (is this FitM?)
I had this idea that stemmed from thoughts over improving S&H time, then thought maybe I could make S&H time more interesting, where rolls to determine something are divided into…
In RPG Theory
Participants: Matt Wilson, Valamir, Ron Edwards.


10/22/2002 Matt Wilson: rewarding plot complications
There are gamers who take pleasure in scenarios that work out with no complications, and then there are gamers who will want the same thing to happen out of habit,…
In RPG Theory
Participants: Matt Wilson, Matt, Valamir, Tim C Koppang, Alan, Mike Holmes, xiombarg.


11/1/2002 Matt Wilson: the PCs have stats, and everything else is a diff. level
If anyone's done something like this already (I'm coming to expect it), can you point me to a game to check out? Anyway, on to this idea... In this game…
In RPG Theory
Participants: Matt Wilson, Christoffer Lernö, Mike Holmes.


11/6/2002 Matt Wilson: musings on a campaign that's about to end
Next Wednesday just might be the final episode in a game I started last June. In light of what I've experienced since finding the Forge, I figured it was worth…
In Actual Play
Participants: Matt Wilson, Valamir, Jeffrey Miller, Michael S. Miller.


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