Asking What I Already Know (and Then Some)

Jul 26, 2013 17:46

Ok, so the universal RPG system I've been working on pretty much solo, in fits and starts, over the past four years is 95% done.  Or at least, the core rulebook is ( Read more... )

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Comments 16

jiawen July 27 2013, 05:06:14 UTC
If the system is truly universal, it seems a little weird to focus on folkloric creatures as they are presented in the original ancient sources. A lot of original sources were designed for interesting RPG play.

But then, maybe that's what best fits your game? I guess it depends on the mood and feel you're going for.

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brother_dour July 27 2013, 05:48:07 UTC
My thoughts are:

1) folkloric / mythological 'D&D' monsters can be adapted to other genres- or at least serve as examples.

2) a lot of sci-fi monsters are probably copyrighted :/ Still, there could be a sci-fi monster supplement later, or a Cthulhu supplement since I think that setting is public domain.

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jiawen July 27 2013, 06:50:03 UTC
Typo: my post should say were *not* designed for interesting RPG play! Whoops!

As examples, folkloric monsters could be a good idea. If your game is supposed to be truly generic, though, my guess is that people are going to get a lot more use out of Tolkienesque orcs and D&Desque gorgons than out of staid but faithful depictions from old folklore. And for SF creatures, you can always come up with your own examples: the Insectoids of Proxima 7b, Simnaarak Warriors, Feline Drones, Theran Mind-Traders. I think people have fewer preconceived notions of what SF encounters have to look like. Maybe even find old public domain SF art and create your own creature stats based on it?

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brother_dour July 27 2013, 17:25:53 UTC
Perhaps I should clarify: when I say 'universal' I mean, 'rules apply to all genres', not 'universal to fantasy'. Although to make the monster manual more pop culture fantasy friendly, I am inclined to do what has been suggested by others, and show how iconic monsters (vampires, orcs, trolls) have changed from the old stories to today. But I refuse to add gorgons or medusae. Or kobolds, because kobold is just the German word for, 'goblin'. I have my dignity.

As for sci-fi, the idea of looking at open-source RPGs for inspiration is doable, but either way there's nothing new under the sun. One of the artists I watch on Deviant ART has a project called 'monsters by email'. I may look into that instead. I mean, if I'm going to be ripping off someone's ideas for a sci-fi monster manual anyway, I might as well get artwork in the bargain and pay them for their work.

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skurtchasor July 27 2013, 16:24:37 UTC
I see your first question as one about playability. If I purchase your Core Rulebook, what do I need to do before I can actually run the game? There's necessarily a system of rules to learn, and that will always take some time to do. The less extraneous work I need to do, the better. And I guess it depends on the complexity of your system and how much guidance you provide, but some GMs aren't going to end up with good (or even playable) adversaries if they design them, especially when they're first learning the game. I'm all about customization (and I appreciate that making it easy is one of your design goals), but your players need to be somewhat knowledgeable about the system as-written before trying to customize it.

As an analogy, would you use a word-processor that didn't come with any fonts?

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brother_dour July 27 2013, 17:29:16 UTC
The less extraneous work I need to do, the better.

some GMs aren't going to end up with good (or even playable) adversaries if they design them

Yeah, that's exactly why I say I know the answer to the first question already. And that answer is, as eager as I am to get something into retail, I really do need some kind of monster manual to release pretty much at the same time.

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brother_dour July 28 2013, 18:33:18 UTC
I probably should have mentioned: the thing is in open beta right now, so if anyone wants a copy let me know. I want as many people looking at it now as possible and tearing it apart.

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