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7/28/2003 Dev: ChronoStat: a stopwatch based game mechanic
This started out with the realization that one could use a chronometer as a d100 randomizer; then I had more thoughts (inspired by bits of action movies and Wushu)... So…
In Indie Game Design
Participants: Dev, contracycle, Mike Holmes, Brian Leybourne.


7/30/2003 Dev: Active Exploits: a space western (or something)
(This is part a request for help from more experienced GMs, part a playtest report. I will update this thread as the sessions develop. I'm indeed a neophyte GM, so…
In Actual Play
Participants: Dev, Mike Holmes.


8/1/2003 Dev: A time-based resolution mechanic? (WAS: "ChronStat"
[i]The originial thread was here: [url]http://www.indie-rpgs.com/viewtopic.php?p=77433[/url]. I'm trying to bring it here because there might be a spare idea or two in here.[/i] For convenience, I'm going to call the…
In RPG Theory
Participants: Dev, Jack Spencer Jr.


8/1/2003 Dev: Blow-by-blow Combat because combat... isn't important?
Was reading this: http://www.indie-rpgs.com/viewtopic.php?t=2024&postdays=0&postorder=asc&start=0 And I got thinking. Combat in my current game does run in a relatively turn-by-turn fashion, since that's what I know; and it thusly slows things…
In RPG Theory
Participants: Dev, Jake Norwood, Ron Edwards, Mike Holmes, iago, kamikaze, Ben Lehman, Cadriel, simon_hibbs.


8/6/2003 Dev: Publishing a setting for multiple systems
So many great systems out there! You kids are amazing! The space setting I was working on ("SpacerPunk": gotta better name?) would work great for any one of them, and…
In Publishing
Participants: Dev, iago, btrc, simon_hibbs.


8/7/2003 Dev: Blurring attributes and skills
Most RPGs do have a relatively standard attribute / skill dichotomy. I was recently tooling with my system of choice when I realized that it was very easy mechanically to…
In RPG Theory
Participants: Dev, Andrew Martin, gobi, Ron Edwards, Clinton R. Nixon, HMT, Mike Holmes, Valamir, iago, Windthin, M. J. Young.


8/11/2003 Dev: Bringing In your Angsty Past: ad hoc or pre-fab?
That is to say: a mechanic in my game/setting will be invoking a past "event" to modify some in game event. It would almost be akin to a flashback, really:…
In RPG Theory
Participants: Dev, Windthin, contracycle.


8/20/2003 Dev: Pure Probabilty mechanic
(Just an idea, no game attached.) Imagine if you just had a big index of probabilities for lots and lots of stuff that might just randomly happen, and whenever something…
In RPG Theory
Participants: Dev, MachMoth, M. J. Young.


8/22/2003 Dev: Backstory mechanic
My game (that space-western thing) may want to emphasize: past inethical actions (subsequent angst and desire for redemption) rivals from your past past illegal action (and the law catching up…
In Indie Game Design
Participants: Dev, Tony Irwin, Chris Goodwin.


8/23/2003 Dev: Quick Donjon question
Is there any kind of set guideline for how to give out experience in play? I didn't see any recommended one in the PDF.
In CRN Games
Participants: Dev, Clinton R. Nixon.


8/27/2003 Dev: Photos instead of art for published work
Suppose you get your digitial camera, some bored friends, a copy of Photoshop, and... Are there any good/bad examples of photographs being used (instead of, or perhaps alongside, art) in…
In Publishing
Participants: Dev, Jonathan Walton, gobi, Valamir, iago, Trevis Martin, Clay, Eric Kimball, jdagna, anonymouse, xechnao, Ron Edwards.


9/3/2003 Dev: Character and Game Balance! or... um, not.
Please point me to the right thread if this has come up before. <g> Among the many reasons I can't sleep tonight is this singular, eerie thought: I'm happily playing…
In RPG Theory
Participants: Dev, anonymouse, Noon, Ben Morgan, Mike Holmes, Rob Donoghue, Marco, Ben Lehman, RaconteurX, Michael Bjorklund, M. J. Young, contracycle.


9/24/2003 Dev: Play of MLwM is a single session
I'd really love to try MLwM, at least at first, as a single-session thing. (Let's just say that my friends have commitment issues. Damn pesky college kids and their loud…
In Half Meme Press
Participants: Dev, xiombarg, GB Steve, Mike Holmes.


10/11/2003 Dev: Ettiquette for announcing new work...
Considering that "posting in the Indie Game Design forum implies that you're a commited designer, etc.", where would it be appropriate to announce that some work-in-progress has met some completion…
In Site Discussion
Participants: Dev, Ron Edwards.


10/14/2003 Dev: [MLwM] Joy Juice
Excellent game of MLwM. The Master was basically a man who used special syringes to paralyzes persons in the throes of "pleasure", so that he could extract components of a…
In Actual Play
Participants: Dev.


10/27/2003 Dev: Accidental de-protagonization
I had the following problem in my last game, during the Endgame in particular. Consider two minions, the Traitor (trying to kill the master) and the Faithful (the one serving…
In Half Meme Press
Participants: Dev, Paul Czege, Ron Edwards.


11/13/2003 Dev: Meaningful-quick World-Generation for spacerpunks
(Ah, the eternal progress of space-western setting...) The lowdown: human-centric Space-Western & Space-Noir. PCs hopping around from planet to planet each episode. (Planet-of-the-week, Bounty-of-the-Week, slightly arc-y threads throughout, etc.) I've…
In Indie Game Design
Participants: Dev, Wasabi, contracycle, gobi, Mike Holmes.


11/20/2003 Dev: [VeriCon, MA] Send us support material? More guests?
[i]previously [url]http://www.indie-rpgs.com/viewtopic.php?t=7735[/url], more con info therein.[/i] [url=http://www.vericon.org][b]Vericon[/b][/url] is still looking for RPG designers who'd like to be part of our (growing) panel on RPG design and the industry in general.…
In Conventions
Participants: Dev, abzu, Michael S. Miller, Paul Czege.


11/20/2003 Dev: Making a Convention-ready "mix-cd" of rpgs...
I remember's Smith's "ConBust" (a small con) had a freebie CD with some free RPGs and demos on it. I'm looking into having a similar CD for VeriCon (see thread).…
In Publishing
Participants: Dev, LordSmerf, Ben Lehman, gobi.


12/2/2003 Dev: Game Mechanic: the "Wobble" factor
Instead of "success/failure" task resolution, this idea is based on increasing the "wobbliness" or "wonkiness" of certain tasks, while looking for certain dice-patterns instead of numberical results. What's the point?…
In RPG Theory
Participants: Dev, xiombarg, contracycle, Mike Holmes, gobi, Lxndr, M. J. Young.


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