Thursday, November 22, 2012

Playtesting SF: Initial Package

After the first batch of articles on game design and variant rules, I now have enough material for an initial playtest. At this stage, the game is little more than a glorified 4E mod, so what follows are a bunch of rules changes you can apply on your D&D games. If this goes well, we will then proceed to work on more substantial systems, like character conditions, and the mathematical framework.

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Wednesday, November 21, 2012

Game Design (IV):Healing, surges, dying

Longtime readers will know that the topic of healing surges is of significant interest to me, having proposed not one but two different solutions to improve the game experience of players running out of healing resources. Though I’m satisfied with how the previous rules played out,they were designed according to an important restriction I usually follow in these cases: to change the game as little as required to do the job. Since my current RPG project not only allows, but actually encourages trying out more innovative solutions, I have looked once more into the subject and come up with the ultimate ruleset for healing surges (or so I hope). The result is a streamlined system where surgeless characters can keep adventuring (at their risk!), surges become more interesting as a player resource, and getting knocked out of combat gets a new (and painful) meaning.

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Friday, November 16, 2012

Game Design (III): Combat pacing, resource usage

One of the main challenges when working with a tactical combat system is ensuring that players remain engaged and interested until the end of an encounter. In our last article, we discussed how the number of active combatants interacted with player fun, arguing that the current system is prone to relatively long phases of late game grind,and suggested some rules to counter this trend. However, the game model we used in our examples was still incomplete, and missing some important elements - such as characters using different kinds of attacks and resources each turn, and from one encounter to the other. Today we will take a look at this.

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