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Sunday, May 11, 2014

A Way of Approaching RPG Design

Once you are confident you have established your dream for planning, what reality you want to make available to your players, to seize and personalize this world through their characters, you have your initial steps to designing a game that is not just "playable" but is a true interaction and activity, with respect to and for the players themselves.

How then is the best way to allow this, while retaining useful but non-invasive structure which serves to accompany as a subtle, contributing guide, acknowledging the heroism and greatness of the characters but also the players themselves, and which provides an opportunity for players to push their characters from already accomplished and satisfactory heroes as envisioned by players, and rise to new levels not even considered by the players, to excel in a way only possible through in-play decisions and significant choices pregnant with potential.

Narratives, step dice, ladder structures of values, linked attributes, freeform details and embellishments all are possible, and can be made to form themselves int a vision, if only interpreted and fixed with finesse and grace by the designer. Only you can know your vision for the basic complexity, and if, for example, you want to provide freedom to players without needing a lengthy document, so considering the various existing short approaches known to you and available to study, as well as related or derived similar methods, and also the very real possibility of completely new ideas of operation, would seem to be the step you're at.

Having started on this path, now you face the challenge of imparting this easily and making this approach to play appealing to players - what will make them WANT to do it, to learn and play by your framework - what can you offer to them, what is important to them, what will make not just the characters but the players *great*?

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