The Forge Reference Project

 

Topic: Putting ideas on paper
Started by: Jason aka Jay
Started on: 7/17/2007
Board: First Thoughts


On 7/17/2007 at 4:03am, Jason aka Jay wrote:
Putting ideas on paper

I guess I'll start by introducing myself, my name is Jason but more comfortable with Jay (yes, i am quirky that way).  I am 17, pale (no sun exposure), listen to music my parents hate...  theres me lol.  Ok, enough about my background and onto where I am helpless...

I have read these forums for quite awhile and have been interested in game designing since I was... ummm.. about 10 years old.  I have several ideas for games but the problems comes when I go to type these ideas.  I have tried doing character bios first and did them but no juice left to finish and abandoned the work (for that I am stupid to not keep it).  Tried doing the "exciting" parts first then nothing to look forward to... (stupidity followed after... delete.)

So heres my question, is there a way that some of you have found to stay interested in the project until completion?

If it helps, my ideas are mostly RPG's and story based FPS's

Any help is GREATLY appreciated!

Thanks,
Jay

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On 7/17/2007 at 4:18am, Jason aka Jay wrote:
Re: Putting ideas on paper

After thinking about it a few minutes, scratch FPS from my original post - long ways away.
I am more concerned in things that can be done at my current level of experience (w/o advanced programming) so my focus is RPG's.  Stuff that can begin as table top and be upgraded to graphical.  I would like to see a table top FPS :-)

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On 7/17/2007 at 7:32am, GreatWolf wrote:
RE: Re: Putting ideas on paper

This answer won't sound helpful, but it is true.

The best way to learn to finish a game is to finish one.

The first one is the hardest, and, at some point, you will want to give up.  Have someone around who will remind you to keep going and listen to him.

Don't cut any corners, either.  Do your best.

Then, one fine day, you will be done.  Really, honestly, done.

There are no tricks, only the discipline of finishing.  But it gets easier with practice.

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On 7/17/2007 at 1:57pm, Eldrad wrote:
RE: Re: Putting ideas on paper

Start with simple mechanics for what the main theme of the game is.

What rules do you need to play?

For example Combat and Movement rules?

Skills and such.

Keep them simple or try freeforming it.

What rules do you have so far?

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On 7/17/2007 at 3:33pm, Jason aka Jay wrote:
RE: Re: Putting ideas on paper

Thank you for the replies.  I'll give it another shot and maybe this time I can finally complete something.

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On 7/17/2007 at 3:41pm, Jason aka Jay wrote:
RE: Re: Putting ideas on paper

Eldrad wrote:

What rules do you have so far?



I don't have any rules in mind at the moment.  The only table top I have played is D&D with D20 system.  Perhaps I'll try to modify it to find something that fits.

Theres a few things I want to try however, such as a modifiers that are based on protecting someone precious or emotions like anger.

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On 7/17/2007 at 8:19pm, anders_larsen wrote:
RE: Re: Putting ideas on paper

Hi Jay

I guess every person have there own way of dealing with this problem. The way I do it is to try as early as possible to play-test the game. It does not really matter if the rules are rather sketchy, and even may fail at certain points, just as long as you can get a feeling of the game. My experience is that I then get exited about the part of the game which works well, and I therefore want to write about that, and I get so annoy about the stuff which does not work well – or is missing – so I am also motivated to write about that.

Of course you have to have a minimal working system before you can do this, but if you just stay focused on making a rough play-test version, then you can keep it rather simple.

But it is important to note that there will be boring periods of hard work, no matter what you do.

- Anders

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On 7/18/2007 at 12:12am, Noon wrote:
RE: Re: Putting ideas on paper

Jason wrote: Theres a few things I want to try however, such as a modifiers that are based on protecting someone precious or emotions like anger.

Check out "The riddle of steel" RPG. It has spiritual attributes the players define, like "Love for my wife" or "Destiny: Kill the king that betrayed me". The character gets bonuses (extra dice) whenever he engages them and those bonuses apply immediately. It's pretty sweet!

Now this is a bit of a guess, but when you were writing up the bios but then got bored: Do you perhaps want this bit to actually come out in play? Like lets take that guy who wants to kill the king that betrayed him...BUT the kingdoms being invaded and a dead king would mean a collapse in the military defense, so many would die. Does he still take his chance to kill the betrayer king?

I mean, writing up what he would choose in a bio would be sooo boring, really, and in this case it wouldn't be surprising to be bored and not write it/finish it.

But, do you think it'd be interesting if it was determined in play - by another player even, so you don't know what the choice will end up being?

Just saying this because maybe your boredom is right - that boredom says 'Leave that bit for gaming night!'

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On 7/18/2007 at 1:56am, GreatWolf wrote:
RE: Re: Putting ideas on paper

Anders wrote:
I guess every person have there own way of dealing with this problem. The way I do it is to try as early as possible to play-test the game. It does not really matter if the rules are rather sketchy, and even may fail at certain points, just as long as you can get a feeling of the game. My experience is that I then get exited about the part of the game which works well, and I therefore want to write about that, and I get so annoy about the stuff which does not work well – or is missing – so I am also motivated to write about that.


I point at this and say, "Yes."  In particular, I've found that it's important to pay attention to what the players are doing that I didn't actually write down but is in line with how I want the game to work.  That way, I'll end up writing it down.

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On 7/18/2007 at 2:32am, Jason aka Jay wrote:
RE: Re: Putting ideas on paper

That may help, when I would write something I would always pinpoint their personality and their objectives in life.  So basically I should try to create this to be more about the players personality rather than the characters.

I would always try to make more of a Final Fantasy style game with set personality and stuff like that, maybe I should look back more to my D&D days

Thanks

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On 7/19/2007 at 2:13pm, Narmical wrote:
RE: Re: Putting ideas on paper

I fully endorse playtesting to keep your intrest.

Also remember, you dont have to have all the rules wirten down even it play test.

Usualy, for simple games, i keep all the rules in my head untill its almost done.

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