(no subject)
Sep. 18th, 2009 09:23 pmI 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.
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.