3 ms·
It's seems interesting. I run the pathfinder rpg, both online (play-by-post) and attempting restart in person. There was a time when my GM was designing rules-l
by joe_the_user 5y ago
It's seems interesting. I run the pathfinder rpg, both online (play-by-post) and attempting restart in person. There was a time when my GM was designing rules-lite games and taking us through and this would have fit in quite well.
My immediate reaction to this setting is that it would make an interesting "one-shot" but it would be hard to sustain a longer-term campaign around it. But certainly good for 1-4 session, as long as the rules are usable.
My own approach as GM generally is never letting the rules get in the way of imagining the world the way I want to have. I could easily have a story that uses a story of raiding Eusocial insects with my standard character group - either transforming them into insects or with their characters as-is - and set further that would take them to a different world after 3-4 sessions.
I don't know if this helps but I figured I'd share my reaction.
Plus I generally admire your "work", your comments and posts.
- YeGoblynQueenne 5y agoThanks Joe :) >> My own approach as GM generally is never letting the rules get in the way of imagining the world the way I want to have. I could easily have a story that uses a story of raiding Eusocial insects with my standard character group - either transforming them into insects or with their characters as-is - and set further that would take them to a different world after 3-4 sessions. Yes, that's the spirit! That's the way to play! Not just my game, but any game really. Take from it what's useful to you and mix and match to your heart's delight. The goal is to play a game and enjoy it. Not to dumbly execute rules just because they're written somewhere! As to one-shotting, yes, that's right, this is not a game that can sustain a long campaign, I figure. I really designed it with the way I play Nethack in mind: I start it up, play until I lose a couple of characters (which happens fast) and then go do something else. Or, of course, I savescum just to get deeper into the dungeon and see what's there... But I can have fun with it without sinking a huge deal of time into it. Something that might not be clear from the rules so far is that you don't create characters, you just choose one of the pre-set ones and go. You also don't need to write up a scenario, because everything is procedurally generated (or will be once I get the rules for that down pat... still WIP there). So you can just pick up the game and play immediately. Basically, I consciously tried to minimse the time investment required by the players, otherwise I don't reckon anybody will really give mine a go, when they're already spending all their time playing some other, usually "big" game (like PF). I'm trying to carve a niche, see :) I don't know if I'd characterise my game as "rules light" though. I might be wrong about it, for instance if you compare it to something like Runequest it certainly lighter and plays faster. But it does have lots of ruless text that you have to read before you can figure out how to play. That is a bit of a limitation and goes against my "low time investment" design goal. Or, of course, you can just rip the stats off and use BRP or some other percentile system that you already know, instead of my own. Or even d20 with every stat divided by 5, rounded-down. That should work also. I'll probably add rules for conversion to BRP and some form of d20 at the end of the rulebook in fact.