High Quality Role Playing
I wrote a game, it's for a contest but it's a good game (story of my life.) It's called High Quality Role Playing, and it's ... like %50 old-school D&D and %50 something else which I'm not sure even exists yet.
You can download a playtest version here. If you do, you should read it! If you're interested, you should play it! It's a pretty easy game to get started playing, I think, particularly if you're already familiar with RPGs.
You can download a playtest version here. If you do, you should read it! If you're interested, you should play it! It's a pretty easy game to get started playing, I think, particularly if you're already familiar with RPGs.
(Jono here)
(Anonymous) 2009-08-12 03:50 am (UTC)(link)1. Am I right in thinking that the answer is to be found in brainstorming the situation implied by the results of the Group Circumstances, Group Location, and Profession tables, and then pursuing whatever goals seem appropriate to that situation?
2. Assuming this silence is a feature, and not a bug, why did you decide to include it?
Re: (Jono here)
So here's an example: Say that you roll "mission." You'd play until you either:
1) Finished your mission.
2) Said "fuck this mission, we're not doing it" and dealt with the consequences of that.
yrs--
--Ben
(Jono here)
(Anonymous) 2009-08-12 03:51 am (UTC)(link)1. Have you played it yourself yet?
2. If I convince my group to playtest it, what kind of feedback are you looking for?
Re: (Jono here)
2) Play the game and note the failure points that you have. Try to play past the failure points but if you can't go on, stop.
First, present that to the designer: we had a failure point when a, b and c happened.
Then, speculate as to the possible causes: maybe it was rule q, or maybe it was a combination of s and t, or maybe bob was just having a bad day.
Finally, and segregated from the rest, give your mechanical suggestions: replace rules a and b with rules x and y, add rule z.
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Does Clover have a "what is a role-playing game" section? I don't think it did. I think it just said "this is a role-playing game."
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It's just something that always sticks out glaringly to me as an omission in game texts, especially when it's just as easy as adding the sentence "This game uses six-sided dice for all rolls." or whatever.
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If I feel the need to specify for gamers, I say "this game uses the ordinary sort of dice you find in almost all board games." But usually I don't even say that.
yrs--
--Ben
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Yes, I am a fanboy.
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I've submitted the game. It's easy to spot which one it'll be, although I don't specifically mention HQRP as the resolution system and may tweak chargen a bit to make it more thematically-appropriate. But maybe not.
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You may want to write some appropriate traits (like Blood of Amber say or something like that?)
Rewrite the professions table to be appropriate to your setting.
If the setting has antibiotics and antiseptic hospitals, figure out how the wound rules are different.
If the setting has guns, add "or high caliber" next to "big" in the damage roll section.
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The other thing I'm toying with is specifically introducing character age into the mechanic ; maybe going from child through youth, veteran (?) to aged / wizened, with each stage having a specific pro and con. For example, being a child makes you small, but also quick, and in a fight lets you re-target an attack on you to another player (i.e. you seem less of a threat than the 20-something with a club).
But still, very much at the 'toying' stage now.
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yrs--
--Ben
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