anyway.



thread: 2008-10-09 : Storming the Wizard's Tower playtest rules

On 2008-10-11, Vincent wrote:

You're both kind.

Jay: Well, yes, this is a full rewrite with many drafts away from the final text. But I'm too close to it to see. If you feel like it, drop me a note about which basics would've helped you?

I will put playtest rules up for level 2 when I have 'em. If, like, 6 weeks from now, a bunch of people are clamoring for them, I'll be thrilled and I'll expedite!

About this time last year I was playing Moldvoy Basic D&D, and enjoying it quite a bit. After several sessions, and in full accordance with tradition, I started to say to myself, "self, I kind of wish these combat rules worked a little differently, don't you?" And I answered, "self, I do." So I started fiddling with them, and then before I really knew it I was designing a whole new game.

I made a solemn oath to myself and my heathen gods that, from now on, whenever I design a game that calls for pools of dice where the colors matter, they have to be d6s in (at most) white, blue, red, green and yellow. Otherwise I'm just a plain jerk.



 

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