RE: [RPG] Actual Fucking Monsters now available for your reading pleasure!

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[RPG] Actual Fucking Monsters now available for your reading pleasure!

in tabletop-roleplaying •  6 years ago 

It has to be someone that gets along with people a lot more egregiously than I do. I mean, yeah. Or someone slightly less opinionated?

What systems are you curious about and what are you looking to do? The latter's a lot more interesting answer, frankly, not least being that you may not wholly know exactly what kinds of things you can do.

(As long as it's not PbtA. I can't help anyone that wants PbtA. A girl has some standards.)

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I've always wanted to make a full blown RPG video game...and I have made a few text based RPG's I guess...and I worked on a few others but I never really built a full out one with like designing combat mechanics and such. Now, recently, I've kinda gotten the bug to work on a few games again.

I don't even really know what kinda things I want to develop at first...but I know it's dumb to do what everyone did in the 90's and basically just blatantly rip off D&D with perhaps a few minor changes.

I also have multiple ideas on what I can possibly do...and they might actually work with different mechanics...I dunno. Maybe it doesn't even really matter, as I'll probably adjust things like armor and such as I'm building whatever game I end up working on.

Oh, see, video games are a whole other nightmare entirely. Not only do you need to figure out what the core mechanics are for essential conflict resolution, you have to figure out the affordances and interface between the player's intent and the machine's recognition and understanding of that intent ...

And that's why serious video game designers get the big bucks and still starve. (That and living in LA or Austin, the poor bastards.)

If you want to start thinking about interfaces that work well for video game design, tabletop role-playing games are the absolute worst place to start looking. Tabletop wargame designs (yes, even for video game RPGs) are a much more self-aware set of systems for deciding how to interface intent with mechanical interaction.

Don't get near D&D for that kind of thing. We've had thirty years of systems evolution across the board since D&D was relevant in a mechanical sense.

From a design perspective, the best way to start refining ideas is to write down what you imagine your experience to be like for the players. Screenplay format, prose, a series of storyboards, whatever, just as long as you can start imagining what the player will do and experience during play. Until you have that, you're not really building to anything.