anyway.



thread: 2009-12-04 : TAKE IT TO YOUR BLOG, BAKER

On 2009-12-04, Vincent wrote:

Sure!

Here's some naked theory: "Aha! Hit points aren't, like, how hurt your guy is. They're the pacing mechanism for fights." Here's the poor magician's design response: "Instead of hit points, my game has an explicit pacing mechanism for fights."

Here's some naked theory: "Aha! If my guy's holding a big gun instead of a small gun, that means that the group will readily buy into my guy hurting yours very badly." Here's the poor magician's design response: "Instead of having different gun sizes, my game has an explicit mechanism for the group agreeing how badly my guy can hurt yours."

Is that enough example? The point is that rpg theory should lay bare the underpinnings of rpg design, and that rpg design shouldn't then leave it bare, it should build beautifully back up.



 

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