Okay, maybe it s a little early for this, but who s out there? What kind of fun projects are in the works out there? For myself, I m a programmer by day andMessage 1 of 5 , Nov 20, 1998View SourceOkay, maybe it's a little early for this, but who's out there? What
kind of fun projects are in the works out there?
For myself, I'm a programmer by day and game designer by night (among
other things). I'm working on a game system, basically for my own use,
but I'd be tickled pink if someone else finds it useful someday. I'd
like it to be useful in a variety of genres, so I guess I'm shooting for
that much-abused word 'universal'. Right now I'm working on ironing out
character creation and task resolution (I found that I couldn't really
deal with these two issues separately).
What's everyone else doing? Inquiring minds want to know...
Chris Grove RudeHouse Studios
O.K. I m on. I m experienced in a wide number of rpg s and board games (AH & the like) and now play a sort of bastard son of AD&D and Rolemaster. A friendMessage 1 of 5 , Nov 20, 1998View SourceO.K. I'm "on." I'm experienced in a wide number of rpg's and board games
(AH & the like) and now play a sort of bastard son of AD&D and Rolemaster.
A friend of mine and I have been tossing around some ideas for a fairly
detailed game that could be generic in its setting but detailed enough to
keep the GM and players interested.
Some of the mechanics we've toyed with involve rather than having a set
Statistic for something have a die roll and modifier instead. Example: A
fighter type who has a skill of 3d6 Vs a foe with chain mail (a 3d6-2 armor
type) and a dex modifier of 1d3. Each side would roll and the
attack/defense would be cross-indexed. Say the attacker rolled a 12 & the
defender rolled a modified 7 for the armor and a 1 for his dex. The result
would be 12-8 or 4 points of damage. Whether it is to the armor or the
victim we still squabble over.
Anyway that's the sort of crap we argue about and almost never reach a
satisfactory conclusion to.
Don't forget to bathe,
From: Chris Grove <chris.grove@...>
To: RPG-Create list <email@example.com>
Date: Friday, November 20, 1998 7:05 PM
Subject: [rpg-create] Is this thing on? Tap, tap...
>From: Chris Grove <chris.grove@...>
>Okay, maybe it's a little early for this, but who's out there? What
>kind of fun projects are in the works out there?
>For myself, I'm a programmer by day and game designer by night (among
>other things). I'm working on a game system, basically for my own use,
>but I'd be tickled pink if someone else finds it useful someday. I'd
>like it to be useful in a variety of genres, so I guess I'm shooting for
>that much-abused word 'universal'. Right now I'm working on ironing out
>character creation and task resolution (I found that I couldn't really
>deal with these two issues separately).
>What's everyone else doing? Inquiring minds want to know...
>Chris Grove RudeHouse Studios
>To unsubscribe from this mailing list, or to change your subscription
>to digest, go to the ONElist web site, at http://www.onelist.com and
>select the User Center link from the menu bar on the left.
I have been working n my own game for longer than I care to remember. The system is kinda done, still a few bugs that need to be worked out, but I think, andMessage 1 of 5 , Nov 21, 1998View SourceI have been working n my own game for longer than I care to remember.
The system is kinda done, still a few bugs that need to be worked out,
but I think, and everyone who has played it as well, that my games
strength comes from the world that surrounds it.
Maybe someday I will publish it, maybe not. But I'll keep on playing it
and tinkering with it. I will let anyone else play it too, I've run
free demos at Gen Con the last three years, and I even offer it for free
at my website, although the copy there is outdated and I mst get off my
butt and fix that.
Now before I blather on too long I will step back and let someone else
get a word in.
... On Sat, 21 Nov 1998 09:13:07 -0600, Glenn Bif Buettner ... Howdy everyone, I wonder how many people from Uncle Bear s Free RPG list will make itMessage 1 of 5 , Nov 21, 1998View Source-----BEGIN PGP SIGNED MESSAGE-----
On Sat, 21 Nov 1998 09:13:07 -0600, "Glenn \"Bif\" Buettner"
> Now before I blather on too long I will step back and let someone elseHowdy everyone, I wonder how many people from Uncle Bear's Free RPG list
> get a word in.
will make it here? We had some good discussions going until some maroon
brought legal threats to bear and forced it to shut down.
My game, Prism, has been around for a while and has had a few tiny brushes
with success and acceptance, though of course nothing on the scale of
FUDGE. I originally finalized the first printing back in 1982 or so and
ran off 100 copies which I sold at the cost of printing and binding. They
all sold, some to friends, some over the Internet and FidoNet, some to
local gaming shops. Since then there've been three more runs of 50, for a
total of 250 copies sold. Most are no doubt languishing on people's
shelves, but I know there are several groups actually playing with these
rules off in far corners of the globe. I've been playing it for almost all
games for the whole time since it was written.
Naturally, it's now made the transition to the Web where it's still "for
sale for the cost of printing and binding", i.e., free. (It's at
http://www.sover.net/~hawthorn/Prism/ and has received many compliments on
its ease of navigation and good browser-independent design, even though I
still haven't put clipart into it.) The transition to the web coincides
with major efforts for some big changes in it that are going to lead to the
Second Edition, which is going to be a big improvement.
It's a universal game with a point-build system. It focuses on character
creation and task resolution. The most important mechanic in it is
aptitudes. These don't determine what you know (like AD&D classes) or what
you can learn, only how hard it is to learn them. In a sense, a set of
aptitudes is like a Rolemaster profession, in that it makes some things
easier and cheaper, but doesn't prevent you from learning other things.
However, unlike Rolemaster's professions, aptitudes provide a single,
simple system to do any and all skills in any genre without having to have
an endless stream of new professions -- making up a "new profession", such
as it is, is as easy as buying different aptitude levels.
This reflects reality better than strictly class-based or profession-based
systems, and better than completely open systems like GURPS where anyone
can learn anything as easily as anyone else. In real life, some people
find they have an aptitude for music, or social skills, or sciences,
whatever, or they find that they *don't* and have to work very hard at
those same skills that others pick up almost effortlessly.
The other important design decision is modularity; you can grab your
favorite combat system (mine at present is Arms Law, though I'm going to
write my own eventually) and your favorite magic/psi system (I use
different ones in different worlds, since that's key to shaping worlds) and
snap them right in. In fact at present, Prism contains no combat system
(though it has an initiative system that can be used with any combat system
and has some great features of its own) and no magic system (though three
are presented in appendices, two adaptations of existing systems on the
market and one new one).
Prism is about to go through some major changes over the next few months.
Part of that will be shedding the last vestiges of the heavy influence
Rolemaster had on me when it was created. But more important will be some
major changes made for playability and to simplify further, without losing
realism. Prism's goal is to not only allow creative freedom, but to
actively encourage it.
Once the list is settled down a little and we get an idea who's here, I'll
bring up a few questions about design decisions I'd like to knock around
for use in setting up Prism.
-----BEGIN PGP SIGNATURE-----
Comment: public key: finger hawthorn@..., or on my web page
-----END PGP SIGNATURE-----
* Frank J. Perricone * hawthorn@... * http://www.sover.net/~hawthorn
Just because we aren't all the same doesn't mean we have nothing in common
Just because we have something in common doesn't mean we're all the same
... TSR s Amazing Engine For Faerie, Queen, and Country has such a magic system. Seanchai I m bringing in the puppy. Do we have adequate media coverage? -Message 1 of 5 , Nov 30, 1998View Source
>>> > Which of the systems referred to are you looking for?TSR's Amazing Engine "For Faerie, Queen, and Country" has such a magic
> The magic system based on a "programming language."<<
"I'm bringing in the puppy. Do we have adequate media coverage?" - Frank &
Ernest, Bob Thaves