Previous Topics 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.
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.
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.
10/10/2002 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.
10/7/2002 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.
10/4/2002 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.
10/1/2002 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.
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.
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.
9/23/2002 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.
9/19/2002 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.
9/19/2002 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: 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.
9/18/2002 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.
9/17/2002 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.
9/16/2002 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.
9/16/2002 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.
9/13/2002 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.
9/11/2002 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.
9/10/2002 Matt Wilson: a couple mechanics ideas I've got this game setting idea that I dig, and I was considering applying FUDGE rules to it, but man, what's the fun in that? I think I need to… In RPG Theory Participants: Matt Wilson, Ron Edwards, M. J. Young, Mike Holmes.
<< more previous topics | | Subsequent Topics 11/15/2002 Matt Wilson: A narrativist premise for my game I've been wanting to put a narrativist premise in place for the game I'm designing, and I think I have one that fits with the setting. It's a future space-opera… In Indie Game Design Participants: Matt Wilson, Alan, szilard, Mike Holmes.
11/21/2002 Matt Wilson: How long are your game sessions? Another post got me thinking about this. How long are your game sessions?
When I started the game I recently wrapped up, I planned it for week nights, for about… In Actual Play Participants: Matt Wilson, Paul Czege, Ron Edwards, jrients, Maurice Forrester, gentrification, Zak Arntson, Seth L. Blumberg, b_bankhead, Eric J., Jake Norwood, Shadeling, Enoch, Ace, Jack Spencer Jr, Ian Cooper, Chris Passeno, wyrdlyng, Mike Holmes, Christopher Kubasik, Thor Olavsrud, Jabberwocky, greyorm, Brian Leybourne, Ziriel, JSDiamond, Irmo, Matt Gwinn, contracycle, jdagna, vegasthroat.
11/26/2002 Matt Wilson: I've played Sorcerer three times now Last Thursday was the third time I played a game of Sorcerer, the third in the ongoing S&S game with Clinton, James and Dan.
I wanted to play at least… In Actual Play Participants: Matt Wilson, Christopher Kubasik, Ron Edwards, Bankuei, Clinton R. Nixon.
12/3/2002 Matt Wilson: Peregrine: Can I sell you this game? Here's a game I've been working on for a bit now. The setting and rules are fairly well along, but I want to be able to "sell it" without you… In Indie Game Design Participants: Matt Wilson, Paul Czege, James V. West.
12/13/2002 Matt Wilson: octaNe clarification [quote="the dude who wrote octaNe"]A Die Result of five will net your character a number of Plot Points equal to the Style used. A Die Result of six will net… In Memento-Mori Theatricks Participants: Matt Wilson, Jared A. Sorensen.
12/17/2002 Matt Wilson: Dust Devils and Trollbabe at Indie Games Night Last night so many people turned out for Indie Games Night that we had to split into two still-very-large groups. Clinton ran Trollbabe with 4 players, and Alan ran Dust… In Actual Play Participants: Matt Wilson, Jeffrey Miller, Ron Edwards.
12/18/2002 Matt Wilson: Peregrine character story arc I've been batting around this idea for a while now, and it's starting to make some sense to me. The motivation for it is a desire to formalize what I… In Indie Game Design Participants: Matt Wilson, Henry Fitch, Peregrine, Emily Care.
1/17/2003 Matt Wilson: help on mechanic I've been trying to figure out a mechanic that resolves the potential for multiple actions in a given round/scene rather than a more common "roll for every single conflict."
I've… In Indie Game Design Participants: Matt Wilson, clehrich, szilard, Matt, M. J. Young.
1/23/2003 Matt Wilson: Sorcerer 1920s I've proposed my first Sorcerer game and got at least one yes response.
Imagine something like a 1920s Gotham City - maybe the city doesn't even have a name. There's… In Adept Press Participants: Matt Wilson, Ron Edwards.
1/31/2003 Matt Wilson: Thoughts for the Gamism essay I don't know how far along the essay is, but I've been thinking about the categories in general and how they're so big as to be impractical for me in… In GNS Model Discussion Participants: Matt Wilson, jburneko, Paul Czege, JMendes, Cadriel, Mike Holmes.
2/14/2003 Matt Wilson: wound effects Do wounds affect rolls like reflex tests? We were playing last night and only found evidence that wounds affect combat pools. Seems sensible that a character would be less quick… In The Riddle of Steel Participants: Matt Wilson, Fallen_Icarus, Bankuei, Shadeling, Jake Norwood.
2/27/2003 Matt Wilson: playtesters for Peregrine Playtesters wanted! Step right up! Try out the game that depicts a weekly space adventure TV Show, complete with commercial breaks, two-part cliffhangers, and character-specific story arcs.
I'd like a… In Connections Participants: Matt Wilson.
3/4/2003 Matt Wilson: Is my game N/S or just S? The game I'm working on has no overtly stated N Premise. Does that exclude it from being a N game entirely?
I had this idea from an interview with Joss… In GNS Model Discussion Participants: Matt Wilson, Mike Holmes.
3/5/2003 Matt Wilson: TV show offshoot idea This game I'm working on depicts a space adventure TV show. While brainstorming ideas, I came up with a few that would work better as some sort of InSpectres spinoff.… In Memento-Mori Theatricks Participants: Matt Wilson, Jared A. Sorensen, Mike Holmes, Jason L Blair.
3/6/2003 Matt Wilson: most fun moment of play? In another thread, Ron requested this info from a potential game designer:
please provide us with some better perspective on what, in your view, will be the single most fun… In RPG Theory Participants: Matt Wilson, Ron Edwards.
3/14/2003 Matt Wilson: FYI: GenCon Hotel In choosing to buy my GenCon pass via the Forge, I painted myself into sort of a corner, as GenCon hotels are only available via the registration site.
However, I… In Connections Participants: Matt Wilson.
3/27/2003 Matt Wilson: D&D with kickers I'm running a D&D game for a group on alternate sundays. They're kind of a mixed bunch as far as GNS preference goes. Some of them have a resistance to… In Actual Play Participants: Matt Wilson, greyorm, Christopher Kubasik, Ron Edwards, Valamir, talysman.
3/27/2003 Matt Wilson: regarding character ownership In a game I'm working on, I had this mechanic idea for a player rolling a Setback, a complication to the character in question. My original idea was that the… In RPG Theory Participants: Matt Wilson, cruciel, Matt Gwinn, Clinton R. Nixon, Dr. Velocity, Le Joueur, Tim C Koppang, Andrew Martin, Tony Irwin, xiombarg, Mike Holmes.
3/29/2003 Matt Wilson: Playtesting strategy I'm currently playtesting a game, and I wondered if anyone has any thoughts on strategy based on experience or otherwise.
I've been taking the laboratory approach of focusing on one… In RPG Theory Participants: Matt Wilson, Mike Holmes, Marco, Bruce Baugh, Walt Freitag, Sylus Thane, Othyem, Valamir, M. J. Young.
3/31/2003 Matt Wilson: the order of story elements This is half baked, but I thought I'd serve it up for thought.
There's different orders of resolving fortune, like FitM and so on.
What about moving other pieces of… In RPG Theory Participants: Matt Wilson, Mike Holmes, Valamir, Paul Czege.
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