Part 3 of 3. If you thought the articles were geeky before, be warned: it gets worse here.The past two articles: Part IPart II Jumping into the new: Action points, Version 1 In the last episode, I detailed some of my early endeavors at gaming more varied action times. Enough of that. Here’s another general method: action points. I can’t point to any single system as an example; I’ve seen many variations in home-brew games or as options for existing systems. One reader (see comments in first article) points to an AD&D version from an old Dragon magazine. The idea is simple: give each character some number of “action points”…
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Game design musing: It’s About Time (Part II)
More on the subject of attack time and pacing in RPG combat systems, focusing on a couple of old home-brew efforts. Continued from Part I: On to another round of writing. I planned to wrap this up, but it looks like there’s going to be a Part III as well. (One note: With occasional digression, I’m discussing melee, not ranged, combat.) Recap Looking at how a few game systems (including some I haven’t mentioned) handle action time and pacing in their combat systems, the below seem par for the course: Combat actions take place in turns, with a default of one attack per turn. Under turns, there’s typically no mechanism…
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Game design musing: It’s About Time (Part I)
Gear up, spelunkers! It’s time for a dizzied descent into the dankest depths of game-design geekdom. In a very old blog post I briefly pondered the topic of action pacing β especially combat pacing β in RPGs. Below are some thoughts on how three major game systems tackle the topic. A caution in advance: while I know my GURPS, please accept my apologies where I mangle HERO; it’s been a long time since I last played. And I really risk disservice to D&D, as my only familiarity with 3e rules is from perusing the books, not actual play. Corrections to my text are greatly welcomed. Timing Basics In the three game…
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An FAQ: your own original RPG?
A common question: “With so much stuff on your site, have you considered making your own RPG?” The simple answer is contained on pages like these: http://www.rpg.net/directory/diy.htmlhttp://www.darkshire.org/~jhkim/rpg/freerpgs/fulllist.html There are hundreds of home-made RPGs out there! I wonder how many ever get read, let alone played… Any RPG I “invented” would look like… well, GURPS with some changes. I think GURPS makes a great RPG base, and lends itself to tweaks pretty well too… I’m happy to stick with that! But just for the fun of it: if I were to think up a spanking-new set of mechanics for a game, without legacy ties to GURPS, features might include: Skills expressed…