I've been reading the rebuttal to FATAL, that old chestnut of the RPGnet community, and whilst I don't want to get into the minutiae of internet disagreements I did start to think about the way in which an amateur of RPG design can go wrong. There are several obvious rules that I think we all know, but it can be very easy to lose sight of those simple rules. Here I think are the obvious one and I write this not so much to educate (there are plenty of better resources and designers to listen to than me) but to remind myself of the things that I want to use to make my game:
Keep It Fun- Obvious really, the problem with this is that what people think is fun is dependant upon your source of origin. Plundering tombs of an ancient necromancer is fun for some people but for others role-playing a paranormal investigation with interesting NPCs is fun. Ultimately you’ve got to go with your gut, choose to make something that you yourself would like to play, and hope that the system that evolves from this appeals to those people who share your interest. I prefer fantasy style games so it’s unlikely I could sway the Vampire of Call of Cthulu guys, and I think trying to make an all singing all dancing universal system would ultimately weaken what I’m trying to do with the game. I guess this leads on to:
Stick to your Goals- It’s important to know where you’re going, to have a clear vision of what you want your game to achieve, but it can be easy to get sidetracked. I’ve been writing EasyType for a while now and I’ve dabbled with lots of other ideas in setting and tone before I actually got a group together to play the damned thing, but I remained true to what I wanted; an easy to play beer and pretzels (or tea and crumpets, I’m English don’t-you-know?) kind of game, and I’d like to think I’m achieving that.
Be humble- Most of us, and by most I mean 99% of us, are not going to change the role-playing landscape with our homebrewed system, and that’s fine. However the one thing we should never do is announce ourselves as the second coming with a system that will cast all others and their followers into the sea for daring to defy the one true game. As far as I’m concerned it’s enough to make a competent system that is enjoyable to play, anything more than that is a bonus. Finally:
Keep. It. Simple. STUPID!- This is more a personal rule. Some people like complicated games with random hit locations and long critical hit charts, perhaps more complex rulings to make for realistic combat and the like. However for me this is a game and I want to play, and I wanted to make it for my friends who are pretty new to the whole gaming experience. I don’t mind adding some interesting flavour on top, but I must remember that for them simple is better than more crunchy, in-depth systems.
It’s easy to stray from these rules without thinking, you keep dreaming up cool stuff, crazy powers and weird monsters but every once in a while I want to look at these rules and ask myself ‘Did you get the basics right? Is it fun? Is it easy? Is it what you want to do?’ and if it ever isn’t I’ll have to pull it all down and start again, perhaps a little wiser than I was before.
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