Sep. 18th, 2009

I have been designing a storygame (or "Tabletop roleplaying game") for about the last eight months. It's working name is "Streamlined," but it will be get a new name before release.

I am going to do another round of alpha playtesting, with me facilitating a group of players... when i find them. I'm not sure how to do this in Nelson, and I want to game with people whom I've met.

Assuming that no more major adjustments need be made, I will go to beta testing wherein I write up and distribute instructions to volunteers.

Ultimately, I am looking to distribute the game engine for free, then also have settings, stories and such sold online.



What are this system's strengths?


- It's simple
Read more... )

- It's flexible
Read more... )
- It fixes the "just wing it" problem

(hopefully solved by creating a structure that facilitates storytelling)
Read more... )
- It circumvents the "don't split the party" problem. And the "the GM is talking to herself" problem

(hopefully solved by rotating through minor roles)
Read more... )

- It avoids the "wandering band of enterpreneurial mercenaries" problem

(hopefully solved by situating characters in relationships)

Read more... )

- It questions the "these stats imply silly things" problem

(hopefully solved by taking a critical stance on ability)
Read more... )

- It queers the "good/evil" problem

(hopefully solved by Queering binaries - you read that right)
Read more... )
This is a step in the right direction, but it's a step into a void. There aren't a lot of socially critical roleplaying games out there. But there are some.
Read more... )
If you have any ideas about other ways that RPGs could be improved, or any ideas at all, let me know.

Profile

the_fantastic_ms_fox

August 2017

S M T W T F S
  12345
678910 1112
13141516171819
20212223242526
2728293031  

Most Popular Tags

Page Summary

Style Credit

Expand Cut Tags

No cut tags
Page generated Jul. 4th, 2025 05:22 am
Powered by Dreamwidth Studios