anyway.



thread: 2005-06-06 : Immersion, Rewrite

On 2005-06-06, JasonL wrote:

Vincent:

Focused, Focused, Focused.  This type of design has to be balls to the wall focused - laser like in it's efficency.

It'd have to have a designer willing to brutally cut out any rules that don't hew toward the premise.

And the premise would have to be crystal clear, concise and compelling.

The rules would have to be simple, shallow learning curve, but that combine in an alarming number of ways.  Staggering in their combinatorial complexity, stunning in how easy they are to learn.  In the "it takes and hour to learn to play, but a lifetime to master" category.

There'd have to be some kind of interest in the game as a game, as well as the game as a roleplaying game.  Something entertaining or engaging in the way the rules interact beyond just the stuff we get out of roleplaying.  I say that, because capturing the addictive feeling of a game like Pit, I think, would be something you'd need for this Questing Beast we're discussing.

Search and Handling times would have to be low, and tightly focused, too.  Not a lot of crunch in how to apply the rules, but plenty of crunch in the way the rules combine, if that makes sense.

Those are the hallmarks I'd look for.

Cheers,

Jason
"Oh, it's you...
deadpanbob"

P.S. - Design it for us, will you Vincent?



 

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