Everyone who wants to design RPGs should probably start with designing tabletop games. Those came first in the history of the games. Phylogeny recapitulates ontogeny. I’ve also found that as I’ve gotten older I have less tolerance for games with complex and elaborate rulesets that require a lot of initial cognitive and temporal investment to play. Perhaps as our brains ages they are less primed for learning new things, including rules of play. I do like the idea of a bifurcated system of fight point and action points for character behavior. I like to try to think of the theoretical minimum for designing a role playing system that had all the essential properties of a role-playing game and was still fun to play. If it were truly modular then hypothetically any given game could be built and simulated off of this base game.
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