Post by gamedave on Oct 26, 2007 9:39:14 GMT -5
For my massive revamp, I'm thinking about going back to a modified version of the original game system I designed. I discarded it years before I met most of you guys (Jeff is the only one who has any experience with it). It was, I think, simpler and quicker, and probably more intuitive.
After extensive playtesting with various versions of the current system, I've grown increasingly frustrated with it. Combat takes too long. Too much die rolling. Too much time spent figuring out how many and which dice to roll. As intuitive as the system seemed to me while designing it, it's obvious after extensive playtesting, for most players it simply isn't. Even I got a little bogged down playing it, and it's my system!
Things I'm looking to keep: some version of Hero Points, Action Tokens, Initiative Cards, and Feats. No pre-set abilities (I know this aspect made some players uncomfortable, but I really like the idea of only rating an ability if it is unusual, and assuming a default level if unlisted). A universal chart with varying success levels. Unrated Traits (again, I know this occasionally caused consternation with some players, but I really like the idea of a trait like "wealthy" being unrated, nebulous, and subject to plot needs, rather than nailed down to the decimal place, d20 fashion). Lethal and non-lethal damage acting differently. Damage levels with increasing penalties.
Things I'm looking to discard: lots of dice rolling. Complex and confusing calculations ("What Rank is he? How many Ranks above my Rank is his Rank? Is that a penalty, or can I even roll or ..."). Lots of dice rolling. Counting up lots of dice rolled. Figuring out how many dice to roll. And more dice rolling. Also, "I'm going for a Feat." (Followed by, "Crit! I made it! Wow, that's 17 new Feats this session alone. What are the odds?").
I'll be discussing specifics in other threads. Here, I just want to lay out my general design philosophy:
1) Accuracy. Not realism, but accuracy. I want to, as much as possible, have a game accurately reflect the action as depicted in comic books, animated action shows, action movies and TV shows, and the like.
2) Simplicity. I also want a game with simple, easy to grasp rules that keeps the action moving quickly and doesn't get bogged down. Equally, I want a simple system that makes designing characters and their opponents quick and easy.
3) Heroism. Closely related to point 1) above, I want a system that will encourage characters to act heroically, take risks, try spectacular stunts, and give players some direct control over the outcome of their characters' success, rather than leaving everything to the whims of chance.
4) Fun. Most importantly, I want the game to be fun.
After extensive playtesting with various versions of the current system, I've grown increasingly frustrated with it. Combat takes too long. Too much die rolling. Too much time spent figuring out how many and which dice to roll. As intuitive as the system seemed to me while designing it, it's obvious after extensive playtesting, for most players it simply isn't. Even I got a little bogged down playing it, and it's my system!
Things I'm looking to keep: some version of Hero Points, Action Tokens, Initiative Cards, and Feats. No pre-set abilities (I know this aspect made some players uncomfortable, but I really like the idea of only rating an ability if it is unusual, and assuming a default level if unlisted). A universal chart with varying success levels. Unrated Traits (again, I know this occasionally caused consternation with some players, but I really like the idea of a trait like "wealthy" being unrated, nebulous, and subject to plot needs, rather than nailed down to the decimal place, d20 fashion). Lethal and non-lethal damage acting differently. Damage levels with increasing penalties.
Things I'm looking to discard: lots of dice rolling. Complex and confusing calculations ("What Rank is he? How many Ranks above my Rank is his Rank? Is that a penalty, or can I even roll or ..."). Lots of dice rolling. Counting up lots of dice rolled. Figuring out how many dice to roll. And more dice rolling. Also, "I'm going for a Feat." (Followed by, "Crit! I made it! Wow, that's 17 new Feats this session alone. What are the odds?").
I'll be discussing specifics in other threads. Here, I just want to lay out my general design philosophy:
1) Accuracy. Not realism, but accuracy. I want to, as much as possible, have a game accurately reflect the action as depicted in comic books, animated action shows, action movies and TV shows, and the like.
2) Simplicity. I also want a game with simple, easy to grasp rules that keeps the action moving quickly and doesn't get bogged down. Equally, I want a simple system that makes designing characters and their opponents quick and easy.
3) Heroism. Closely related to point 1) above, I want a system that will encourage characters to act heroically, take risks, try spectacular stunts, and give players some direct control over the outcome of their characters' success, rather than leaving everything to the whims of chance.
4) Fun. Most importantly, I want the game to be fun.