Monday, January 15, 2024

RPG Design Goals

Unorganized and unfinal collection of design goals and notes for tweaking an RPG.

Death is Easy, Survival is Hard, Success  . . . ?

Fast Combat

Alternate 1 Player Action - 1 DM Action?

Armor Reduces Damage

Realistic Armors

Size matters (for range targeting)

Effects that Linger. Such as wounds.

Everyone is a thief!

If a thief is a person who steals - everyone is a thief. A Specialist/Expert is someone who focuses on non-combat skills. (A ratcatcher is a specialist in rat catching - sewers, traps, etc.)

Everyone can fight!

But they are not equally good at it.

Magic is Powerful and Difficult

Push your luck/strain/risk. Push your connection with your deity.

Alignment is (mostly) Bullshit

Law & Chaos? & Balance/Neutrality? 

See Elric/Stormbring/Dragonlords of Melnibone RPG?

Metagaming and Abilities

Players can always use their own intelligence for the game. The stat, if there is a stat, is for Character knowledge, etc.

Similar for Charisma - telling me what "you" say is always much better than just rolling a die.

Some system for negotiations/npc interactions

Strain & Stress requires Relief

Downtime activities to de-stress. Can connect into character preferences. 

Vices. Carousing. Meditation. Hobbies. Charitable work.

The method of stress relief is something your might be vulnerable to. If you drink and gamble, you might not be able to resist a drink or a game (or have an incentive to get someone to bet with you). If you study books, you might not be able to resist opening a book you find. If you meditate, you might be ignorant of local news. A volunteer might get more of a reputation for being an easy mark, or someone who can be guilted into helping people for various things.

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