游戏邦在:
杂志专栏:
gamerboom.com订阅到鲜果订阅到抓虾google reader订阅到有道订阅到QQ邮箱订阅到帮看

分享如何编写免费角色扮演游戏的教程(一)

发布时间:2013-04-22 17:16:42 Tags:,,,,

作者:Rob Lang

本章节的目标是创造一个游戏理念。这个理念是:

*简短的项目概括

*范围描述

*目标用户

*与其他游戏的区别

不要试图编写一款缺乏明确理念的RPG。因为这样可能只会产生与其他游戏雷同的项目。

XNA_RPG(from xbox.creat.msdn.com)

XNA_RPG(from xbox.creat.msdn.com)

想法

在你动笔之前,你得先有一个想法。有了想法你才好构建一个引导写作的概念。这个想法可以只是一个单词或简短的句子。如果你有了一个想法,用笔在纸片上写下来,我们将使用这个词组作为游戏的名称。

Chgowiz the RPG(from thefreerpgblog)

Chgowiz the RPG(from thefreerpgblog)

(我的想法是Chgowiz RPG,虽然这是已经存在我脑中的想法,我仍想将这个过程进行到底。)

如果你没有想法

如果你没有想法,但却想要制作一款有关某事的RPG,你可以从以下资源中寻找灵感:

*选取两件你喜欢的东西,将它们整合到一起。例如,把The A-Team与2001: A Space Odyssey相融合。

*选取一件你喜欢的东西,颠倒其中重要的元素。例如,考古学家在“终结者”世界中发现证据表明,是终结者创造了人类。

*随机翻开字典中的一页并选取其中首个单词。这样连续5次,根据这5个词写下一款RPG的主题。

*通过1KM1KT论坛寻找灵感。

*通过论坛征集灵感。

*阅读RPG博客,例如Boing Boing,Strange Maps或者你最喜欢的新闻频道。

*开发一个文本编辑器,开始写作,写下你脑中闪过的任何念头,如此持续3分钟。在写作的时候不要思考,将直觉交给大脑。不要考虑语序拼写的问题。

*在特定时间和地点写一个500字的故事背景。确保故事有始有终。然后据此创建这个游戏世界。

*通过修改其他游戏中的问题而创造一款新游戏。

*拿一份本地报纸,翻找一些很离奇的新闻,编写一款与此有关的游戏。

从其他RPG中获取灵感

可以从现成的RPG中发掘灵感,但要注意不要剽窃其创意。你可以试着找一款现代RPG并为其创造一个复古版本。或者,通过修复现成游戏的问题而组成一个新理念。尝试补充以下句子:

*我喜欢RPG_____但其中的_____让我觉得不妥。我将进行_____来修改它。

*我希望有这样一款能够鼓励_____行为的RPG。

*我希望有一款使用了_____的游戏。

扩展想法

写下至少4个与你的想法有关的主题。这可以是游戏类型的主题,例如:魔法、太空旅行、邪恶帝国、僵尸、非人类种族等。写下这些与你的中心思想有关的主题,并画出线段,让中心思相与各个主题相互联系。不要将广泛题材(奇幻、科幻等)本身作为主题。

each themes(from thefreerpgblog.com)

each themes(from thefreerpgblog.com)

针对每个主题,为其至少写下4个元素。其中两个用于支持主题,另外两个是其不利因素。例如,如果你的主题是魔法,那你的支持元素可以是“容易操作”,“强大”,而不利因素可以是“非法”、“危险”。在支持元素旁画个小圆圈,并在其中标注+号,在不利因素旁则标注-号。兼顾这两个矛盾因素,有助于为你的游戏创造冲突,并设置一种平衡的游戏背景。

components(from thefreerpgblog)

components(from thefreerpgblog)

 

通过质疑进行试验

回答以下问题,以确定自己是否要持续推进项目。

*玩家将做什么?

*这有何趣味?

*我为何要设计这款游戏?

*谁会玩这款游戏?

*我想用它达到什么目的?

*你是否将按需打印它?

*它最可能的竞争对手是谁,它有何不同?

玩家会怎么做?

玩家将通过找到基因突变怪物的弱点,并使用很酷的玩具杀死怪物。角色会经常死亡,但因为游戏中含有大量克隆人,所以这并不是什么问题。

为什么有趣?

只要用心发现,就会知道每个怪物都有不同的弱点。杀戮是一种趣味,使用很酷的玩具也是一种趣味。怪物会摧毁玩家的家园。

为何要设计这款游戏?我自己会玩吗?

我是为了举例而设计,我会试着体验这款游戏。

谁会玩这款游戏?

少年男孩至30多岁的男性。

我要用它达到什么目的?

将其上传到1KM1KT并在网络传播它。

它最可能的竞争对手是谁,它有何不同?

我并不完全确定,我认为是《Mutants and Masterminds》,《Mutant Chronicles》也有可能。

游戏将呈现哪种风格?

虽说并不是非得一开始就得确定准确的玩法,但这却有助于你之后决定是否将添加某些元素。在下列每个方格中,标点注明你为游戏设定的方向。

以下是我为Chgowiz RPG所设定的方向。

Chgowiz RPG graphics(from thefreerpgblog)

Chgowiz RPG graphics(from thefreerpgblog)

推广项目提案

项目经理将向玩家群体推广游戏。这一举措将迫使你更为紧密地定义你试图实现的目标。如果你发现自己总在自我重复,那是一件好事,说明你明确了游戏理念。现在要完成以下操作:

*用5个词描述你的游戏

*电梯演讲,有12秒口头描述你的游戏。反复练习直到你满意为止。

*制作一份可以浓缩到海报上的推广信息。不要超过25字,但也不可少于12字。

*在一些纸张上绘制游戏广告。

1.用5个词描述你的游戏。

巨怪 vs 克隆战士,或者怪兽、战士、枪支、克隆人、工具。

2.电梯演讲,有12秒口头描述你的游戏。反复练习直到你满意为止。

在Chgowiz RPG中,你要扮演一个超级战士,准备拿下摧毁你家园的巨怪。

3.制作一份可以浓缩到海报上的推广信息。不要超过25字,但也不可少于12字。

他们是克隆战士,手持玩具,心怀目标。他们能否阻挡巨怪摧毁你家园的步伐?

现在要向你的RPG玩家群体推广游戏。这是否正是他们喜欢玩的游戏类型?其中假设是否存在致命缺陷?你的朋友会为你提供重要反馈。你能否想象出玩这款游戏的感觉?这个游戏理念对你来说是否令人兴奋?如果不是,那你就要谨慎了。

创造游戏概念

你现在应该已经有了一个不错的游戏想法,是时候开始写下概念了。你的游戏概念即游戏目标,游戏实现过程的一份说明文件。用不少于200字的方法写下游戏概念,其中要包含本章节中所有的元素。

Chgowiz The RPG是一款设置于未来的角色扮演游戏,其中腐败的政府偶然间向平民释放出一种巨怪。玩家要扮演不畏艰险的Chgowiz战士克隆人,通过找到敌人的弱点打败怪物。核心系统很精简,但含有大量选项。

玩家可以用一个简单的地图描述自己的家园。

调查篇

市场调研是一个收集信息以强化游戏项目的举措。如果方法得当,这个调查过程会很有趣。看完本章,你就会知道如何执行调查,调查哪些内容,以及何时收手。

在设计之前进行调查的好处在于:

*避免重复制作已经存在的游戏

*确保你获知实际市场情况

*辅助灵感

进行多少调查?

我喜欢使用的方法有三个步骤:获取,分类和筛选。重复这一过程直到你用完自己为这一活动所分配的时间为止。

获取

你尽己所能获取自己认为合适的素材。这需要进行大量的搜索,并将结果复制到记录工具中。我使用过的优秀工具包括Google Docs,Evernote以及笔记本。不要担心标记、组织或深度阅读信息的问题。只要搜集信息即可,例如文本、图片、引用材料、搜索字段、链接、YouTube视频等。

分类

对于你找到的任何信息,都要将它们分门归类:

*核心:你清楚自己将会用到的信息。

*灵感:那些启发你的思路,但并没有实际功用的内容。

*离题内容:你会发现自己所搜集的一些东西最后可能并没有派上用场。但不要急于抛弃,因为你之后的游戏可能会用上它。

筛选

针对你所划分的类型,将其按重要程度进行优先排序。最靠前的当属对游戏最为关键的内容,筛选的时候要果断,坚决删繁就简,太多信息只会让人喘不过气来。要摘出游戏的要点。

调查哪些内容?

最好针对你并不太熟悉的领域展开调查。例如,你已经知道了自己将使用哪个RPG系统,那就没有必须再调查大量的RPG机制了。如果你想创造自己的系统,或者你不知道要使用哪个系统,那就有必要研究这些领域。

虽然查看自己熟悉的调查内容是比较舒服,但这种无谓的舒适感却无异于浪费你的时间。

调查范围:

*对于游戏中的每个主题,找出与之相关的5个网页。尝试在YouTube找出可以代表你游戏理念的视频。

*阅读与你的游戏设定相关的内容。如果它是一款奇幻游戏,那多读一些与之相关的材料。

*找到与你的理念最为匹配的现成的游戏。它哪些地方做得好?哪些做得不好?你的理念是否确实与之有所不同?

*如果你的想法是要采用新系统,尝试找到一个拥有类似优势或劣势的现成系统。

*阅读一些其他与你的游戏相似的免费RPG材料。记录下它们如何组织,如何描述复杂的内容。它们做得好不好?

*阅读一些人们推荐的免费RPG材料(游戏邦注:例如Risus, Sketch, Fudge, Fate, Dungeonslayers, Five By Five, Lady Blackbird, Warrior Rogue and Mage)。它们为什么会做得好?为什么受到人们喜爱?你可以从中借鉴哪些做法?

*阅读一些免费RPG的评论文章,并找出其中普遍主题。我将在本教程中列出我所发现的普遍问题,但其他评论员也提出了不少杰出观点。

*收集一系列图片来帮助确定游戏风格。这些未必是你最后一定会在游戏中用到的图片(并且这其中还涉及版权问题),但却有助于激发灵感。

*向论坛寻求帮助,看看大家对游戏理念有何反应,或许有人知道之前已经出现过同种游戏理念。

在何处进行调查?

如果你正在创造一款与某地相关的游戏,最好进行实地调查。如果它与媒体内容有关(例如书籍、电视、电影),那就去研究与之相关的内容。也可以借助本地图书馆和维基百科,但其提供的有可能是第三方资源来源。如果你想写一款与我们居住的地方有关的游戏,那就找到该领域方面的专家,例如你可以向外婆级的长辈询问有关上个世纪50年代的生活情况。

谷歌也可以作为一个信息来源。谷歌街景地图也可以帮你描述现代世界的地方(假如你无法到访该地),谷歌地图也可以用于激发灵感。要注意不要复制受到版权保护的材料。可以输入与你的游戏理念相关的关键字,搜索可用于激发灵感的谷歌图片。

Chgowiz:The RPG的调查

我用了2个晚上进行调查(大约4小时),以下是我搜集、分类和筛选信息的结果。

对于游戏中的每个主题,找出与之相关的5个网页

巨怪:

*日本怪物电影

*Giant Monsters Attack博客

*BBC TV Planet Dinosaurs

*维基百科的巨怪电影列表

*日本蜘蛛蟹

*Kill all monsters博客

克隆战士:

*Attack of the Clones

*关于《超级战士》的维基百科文章

*Soldat – mad 2D shooter

*Genetic engineering in Sci Fi

*Genetically Modified Super Soldiers or Robotic ones

腐败的政策,废墟城市 (关于科幻和战争)

*美国国防部门耗资数万亿美元

*全球军政府的腐败状况

*Above top secret

*电影中十大破坏惨重的城市

* 电影十大爆炸效果

工具

*五大军事武器

*十大最酷科幻武器

*最佳与最差科幻武器

*极限运动器材

*奇特而拉风的交通工具

找到与你的理念最为匹配的现成的游戏

《Paranoia RPG》在克隆这方面做得很好,我希望每个克隆人都会与前者有所不同。这意味着如果你死了,你会变出一个不像前者那么强的克隆人。我会为每个Chgowiz添加一点基因突变,赋予每个角色一些特点。我不希望他们成为突变体——因为这样就太过头了。只要添加一点状态提升或有所不同的特殊能力就好。

如果你的想法要采用新系统,尝试找到一个拥有类似优势或劣势的现成系统。

我的想法要采用一个新系统。动作/战斗系统将使用与《Cloudship Atlantis》相似的系统,它有一系列所有玩家都可以共享的骰子。其好处在于玩家必须一起合作,有时候要选择失败。其劣势在于如果玩家厌倦了,不想再进入游戏,他们就会觉得很难再生成更多骰子。怪物将像《Feast of Goblins》中那样随机生成。

原文发表于2011年12月14日,所涉事件及数据以当时为准。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

Wednesday, 14 December 2011

How to write a free RPG – Chapter 1: Inspiration

The goal of this chapter is to create a concept from which you will be able to write the rest of the game. The concept is:

A brief overview

Description of boundaries

Target audience

How it is different from other games

Do not try and write a roleplaying game without a strong concept. You may produce something but you will find that it will be indistinguishable from other games.

The Idea

Before you write anything down, you need an idea. From this seed, you will construct a concept and that will guide everything you write. The idea need only be a single word or short phrase.

We will flesh it out later. If you have an idea, write it down in pencil in the middle of a piece of paper. We will use this phrase as the name of the game for now.

My idea is the Chgowiz RPG, first introduced in my Guide to Organising an RPG. Although it’s an idea I’ve already had, I will still go through the process to bottom it out.

If you do not have an idea

If you do not have an idea but know you want to make an RPG about something, here is how you come up with that seed.

Take two things you like and mash them together. For example, The A-Team meets 2001: A Space Odyssey.

Take a thing you like and invert something important about it. For example, The Terminator universe where an archaelogical dig turns up proof that it was the Terminators that made the humans.

Open a dictionary at a random page and take the first word. Do this five times and write a roleplaying game about that.
Check out the list of insanity on the 1KM1KT forum/.

Ask for ideas on a forum.

Read outside of RPG blogs, such as Boing Boing, Strange Maps or your favourite news broadcaster.

Open a text editor. Start writing. Write whatever comes into your head and don’t stop for 3 minutes. It can be anything at all. Do not think while you are writing, just let it straight from the brain. Don’t worry about proper sentances either.

Write a 500 word story set in a very specific time and place. Make sure you have a beginning, middle and end. Then build your game to represent that world.

Create a new game by fixing things you do not like about other games.

Grab a local newspaper, find something mundane on page 5. What would it take to make that extraordinary? Write a game about the world if that was to happen.

Generating an idea from other RPGs

Existing RPGs can be used for generating ideas but you must be careful not to plagiarise them. There is an Old School movement that seek to reproduce the feel of the original RPGs, you could try finding a modern RPG and creating a retro version of it. Alternatively, form an idea by fixing problems in existing games. Try filling in the following sentances:

I like RPG _________ but ____________ annoys me. I will do _____________ to fix that.

I wish there was an RPG that encourages _______________ type of behaviour.

I wish there was a game that used _______________.

Expanding your idea

Write down at least four major themes associated with your idea. These should be themes of a genre, such as: magic, space travel, evil empire, gods walking about, corporations, psyonics,zombies, non-human races. Write each of these themes around your central idea and draw lines from the central idea to each theme. Avoid using the broad genres themselves (Fantasy, Sci Fi etc) as themes.

For each of these themes, write down at least four components of them. Two should support the theme, two should be detrimental. For example, if your theme is magic, your supporting

components might be ‘easy to do’, ‘powerful’ and the detrimental components might be ‘illegal’, ‘dangerous’. Put a + sign in a circle by the supporting components and – sign in a circle by the detrimental components. By having both supporting and detrimental components, this will create conflict and provide you with the seeds of a balanced setting.
 
Trial by Questioning

Answer each of the following questions. Do not proceed until you know all the answers.

What will the players do?

What is fun about it?

Why am I designing it?

Who will play it?

What do I want to do with it?

Are you going to publish it in print on demand?

Is it suitable for Campaigns or One-Shots?

What’s its closest rival and how is it different?

What will the players do?

The players will be killing giant mutant monsters by working out their weakness and using cool toys. The characters might die quite often but that won’t be a big problem as there are loads of clones.

Why is that fun?

Each monster has different weakness that will need to be discovered. Killing things is fun. Using cool toys is fun. The monsters will be smashing up the players’ home town.

Why am I designing it? Am I going to play it?

I am designing it for an example. I am going to try and play it.

Who will play it?

Male teens to 30 somethings.

Is it suitable for Campaigns or One-Shots?

One shot.

What do I want to do with it?

Upload it to 1KM1KT and spread it around the net. Not interested in publishing a hard cover.

What’s its closest rival and how is it different?

I am not entirely sure, I think Mutants and Masterminds comes close, as does Mutant Chronicles.

What style of game will it be?

It is not important to tie down exactly the style of play the game will engender but it will help you decide whether or not to include something later one. On each of the graphs below, put a spot where you would like your game to be.

Co-operation

Players co-operate  Players compete

Shared resources  Individual resources

Mechanics

Rules for everything  General rules

No dice  Lots of dice

Easy to die  Hard to kill

Character creation

Random (quick)  Point buy (slower)

Choose from a list  Players make it up

Rapidly changing characters  Static characters (no advancement)

Tactical

Grids + miniatures  Scrawled piece of paper

Precision measurements  Purely descriptive

Style

Personal quest  World changing consequences

Humourous  Serious

Realistic  Cinematic

Here is what I chose for the Chgowiz RPG, roll over the graphics to see my thoughts behind each one.

players co-operate  Players compete

Shared resources  Individual resources

Rules for everything  General rules

No dice  Lots of dice

Easy to die  Hard to kill

Random (quick)  Point buy (slower)

Choose from a list  Players make it up

Rapidly changing characters  Static characters (no advancement)

Grids + miniatures  Scrawled piece of paper

Precision measurements  Purely descriptive

Personal quest  World changing consequences

Humourous  Serious

Realistic  Cinematic

Pitch it

In the future, a GM is going to pitch the game to a group of players. The act of pitching will force you to more tightly define what it is you are trying to achieve. If you discover that you are repeating yourself a lot, then this is a good thing, it means that you have a tightly defined idea of what the game is about. Do all of these pitching activities:

Describe your game in 5 words.

Elevator pitch, describe your game verbally in 12 seconds. Keep trying until you can.

Create a marketing blurb that you might read on a post. No more than 25 words, no less than 12.

Draw an advert for your game on a bit of paper.

1. Describe your game in 5 words.

Giant monsters versus cloned soldiers or Monsters, Soldiers, Guns, Clones, Gadgets

2. Elevator pitch, describe your game verbally in 12 seconds. Keep trying until you can.

In Chgowiz The RPG, you play cloned super soldiers tasked with taking down giant monsters who are wrecking your town.

3. Create a marketing blurb that you might read on a post. No more than 25 words, no less than 12.

They are clone soldiers. They have the toys. They have the target. Can they stop the giant monsters from trashing your town?

Now pitch it to your roleplaying group. Is it the sort of game they would like to play? Is the premise fatally flawed? Your friends will provide you with an important grounding. Can you imagine playing this game? If you can, you’re a long way towards an idea that will work. Is the idea exciting to you? If it isn’t then it will come across in your writing.

Create the Concept

You should now have a good idea of what your game is about and so it is time to write your Concept. Your Concept is a statement about what the game is going to achieve and how it might achieve it. Write down in no less than 200 words what your game is about, incorporating all the elements in this chapter.

Chgowiz The RPG is a roleplaying game set in the near future where a corrupt government keep accidentally unleashing giant monsters onto the general populace. The players play a fearless army of Chgowiz Soldier clones who must destroy the monsters by finding their weaknesses and using cool toys to bring them down. The core system is lite but with lots of options, which adds a fair amount of crunch. The players are invited to describe their home town with a simple map for the monster to destroy.(source:thefreerpgblog

How to write a free RPG – Chapter 2: Research

Research is the act of gathering information to strengthen your game. If approached with gusto and the right mindset, research can be very enjoyable. By the end of this chapter, you will know how to research, what to research and when to stop.

The benefits of researching before you design are:

    Helps avoid reproducing a game that’s already out there

    Ensures your facts are straight

    Aids inspiration

How much research?

It is important to set a limit on the amount of time you spend researching. By capping the amount of research you do, you will limit the scope of information you have to sift through. Do not set a cap on quantity as it is quality that matters. Set one of the following caps.

    By date. Set a date and be finished by then.

    By duration. Set a number of hours and stick to it.

How to research

The method I prefer to use (both for RPGs and academically) has three steps: Grab, Sort and Filter. Repeat this process until you run out of your self-allotted time.

Grab

You run round grabbing whatever you see that is appropriate. This requires a lot of Googling (see Where to Research) followed by pasting into a note taking tool. Good tools I’ve used are Google Docs, Evernote and your notebook. Don’t worry about tagging, organising or even reading your information in depth. Just collect it: text, images, quotes, search terms, links, YouTube videos – anything!

Sort

For each piece of research you find, group it into one of these categories:

    Core. Information that you know you will need.

    Inspiration. For those items that just light your mind up but does not have an obvious application.

    Off Topic. Some of the things you grabbed might turn out to be not useful. Don’t throw them away because you might need them for another game.

Filter

For each of the categories you sorted, order them in importance. The very top item should be absolutely key to your game. Be ruthless in your filtering, too much information is overwhelming. Get to the nub of what your game is about.

What to research for?

Research is best performed in those areas where you are going to diverge from what you already know. For example, if you know what roleplaying system you are going to use then do not research lots of roleplaying mechanics. If you are creating your own diceless system or you do not know what system to use then it is worth researching those areas. It is comforting to read research that is familiar but that comforting feeling normally means you are wasting time cementing what you already know.

A list of things to research for:

    For each of the main themes of your game, find five relevant web pages. Try finding a YouTube video that represents part of your game concept.

    Read around inside the genre of your setting. For example, if its Fantasy, read something other than Tolkein.

    Find an existing game that is the closest match for your concept. What does it do well? What does it do badly? Is your concept different enough to be worthwhile?

    If your ideas are based around a new System, try and find an existing system that has the same benefits or drawbacks.

    Read a few other free RPGs that are similar to yours. Take notes on how they are organised and how they describe complex things. Do they do it well or poorly? You can find lists of free RPGs in either my free directory or the venerable John H. Kim’s Free RPGs on the Web.

    Read those free RPGs that people are always recommending (Risus, Sketch, Fudge, Fate, Dungeonslayers, Five By Five, Lady Blackbird, Warrior Rogue and Mage). What makes them good? Why do people like them? What can you do in a similar way?

    Read a few reviews of Free RPGs (from this blog or elsewhere) and check out the common themes. Most of the common problems I have found will be listed in the course of this guide but other reviewers come up with excellent points too.

    Collect a bunch of images (or deviantArt or Flickr) that help you define the feel of your game. These are not images you necessarily use in the final game (so can be copyrighted images you find at random) but will be useful for inspiration.

    Ask on forums about the concept, do people think it is a good idea? Perhaps someone may know that it has been done before.

Where to research?

The best research is from the source. If you are creating about a place, go there. If it is media (Books, TV, film) then consume that media. The local library and Wikipedia are also useful but beware that these sources can be third hand. If you are writing a game about the world in which we live, try and find an expert in the precise area – for example you might want to ask a grandparent about life in the 1950s.

Google can also be a wealth of information. Google Streetview can help you describe a place in the modern world (if you cannot go there) and Google Maps can be used for inspiration. Be careful not to copy copyrighted material. Google Images can be used to help inspiration by typing in keywords associated with your concept.

Research for chgowiz: The RPG

For research, I gave myself just two evenings (about 4 hours). Below is the end result of my grab, sort and filter. I have grouped them by some of the What to Research topics and have left out things that are Off Topic.

For each of the main themes of your game, find five relevant web pages
Giant monsters:

    Japanese monster films

    Giant Monsters Attack blog

    BBC TV Planet Dinosaurs

    Wikipedia list of giant monster films

    Japanese spider crab (real!)

    Kill all monsters blog

Cloned soldiers:

    Attack of the Clones

    Wikipedia article on Supersoldiers

    Soldat – mad 2D shooter

    Genetic engineering in Sci Fi

    Genetically Modified Super Soldiers or Robotic ones

Corrupt Government, City Desctruction (regarding science and military)

    Trillion of dollars of missing from US defence department

    Military government corruption around the world

    Above top secret

    Top 10 most destroyed cities in movies

    Top 10 movie explosions

Gadgets

    Top 5 military gadgets

    Top 10 coolest sci fi weapons

    Best and worst Sci Fi gadgets

    Extreme sports gadgets

    Strange and Cool vehicles

Find an existing game that is the closest match for your concept

The Paranoia RPG did cloning well but I want death to be more of a pain in the rump. I also want each clone to be slightly different to the last one. This means that when you die, you might end up with a clone that isn’t as good as the last one. I could add a little mutation in with each Chgowiz, giving every character a unique trait. I don’t want them to be mutants, though – that’s too far. Perhaps a stat boost or different special power.

If your ideas are based around a new System, try and find an existing system that has the same benefits or drawbacks.

My ideas are based around a new system (for the purpose of the guide). The action/combat system will use a similar system to Cloudship Atlantis, which has a bunch of dice all the players share. The benefit is that players have to work together and sometimes choose to fail. The drawbacks is that if the players are tired and not getting into the game, they will find it difficult to generate more dice. The city will need to be created in a joint story-games way. The monster will be randomly rolled like in Elliot ‘Kumakami’ Brown’s wonderful Feast of Goblins. (source:thefreerpgblog


上一篇:

下一篇: