I have no idea if this goes in Open or in Creating Games, so if it is in the wrong place, no hard feelings for moving it
I am making an RPG. No surprise there, everybody in here probably is. I have been working on it for a long time, playing, GMing, watching groups play, reading, writing, testing and so forth. I feel I am close, and that it is time to get things into a new, clear perspective for it to move to a new level. For that reason, I am going to be creating my game in public.
What that means is basically that I am journaling the whole experience, every thought and choice I make, and putting all my thoughts up, not unlike a production blog. Because I am not using regular blogging software (too restrictive), there is no commenting option. So I thought I'd make a thread here, and hopefully tap into the gerat minds in here along the way. I will be posting in this thread (and this thread only, lest I become a nuissance) on bits and pieces of thoughts, while the more in-depth rants will be found at my site. The thread here is mainly for quick summaries and, hopefully(!), for creative minds to comment/criticize/praise/trash/worry about my progress.
The Project
The general information is on the site. In short, I am looking to create a versatile, detailed, easy-to-use RPG. Having Asperger, the "detail" bit is stressed: I want every aspect of the game to drip with juicy details, from characters fine-tuning their weapons for each finger to starship engine brands affecting play. And yes, all that in an easy-to-use game. I am not making it easy for myself
I hope one day to publish both a commented version and an uncommented one. The latter will just be the game, while the commented will include a lot of the thoughts and choices I post on the site, and reflections on comments. If it becomes a worthy game, I thought a "commentary track" might one day be of interest.
I hope this does not seem entirely pointless to anyone reading this. It means something to me, as I guess everyone's creations in here does to them. I just think that I will get the most out of my work and experience by doing it all in public. So if you feel like checking in, feel free
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Currently running: GEARS Alice 2.0, GEARS Hybrid Elite.
Currently playing: GEARS Intransigent Design, GEARS Stone Sky Kingdom, Paranoia "Clone Wars", GURPS Reign of Steel
Currently planning: To tame the wildly growing GEARS Fifth Draft and get a pre-publish version online!
So long as you're having fun with it, it's a good idea. By which I mean 'I have a similar idea', so of course it's a good idea : in this case, the concept of a 'commentary track', explaining the reasons behind certain decisions.
You're right that you're not making it easy on yourself, but that's half the fun. You've got to be ambitious. And don't expect it to pay the rent. That way if it does pay the rent you've got an unexpected bonus, on top of the creative reward that you get on a purely personal level.
I just read your site and downloaded TAYDS and will check it out in order to see where you are coming from. I will also be following this thread to check your progress as well!
Have a look through the old columns here on rpg.net for Gareth Micheal Skarka's columns that made up the public design/discussion of the Underworld game.
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Andy..
"Schools are where tomorrow-people or chil-der-en are harvested" - Tom Baker, Little Britain
The thread should likely be in art of design. But whatever.
Designing in public isn't necessarily bad or good. It's just.... Different. I do most of my designs in semi-public online locations, and it has odd effects.
If you've got a clear vision, it ends up compromised as soon as you start listening; you can play to the audience, bounce ideas around, hear gripes in advance.
Sometimes that's good! You can get a more robust system, with greater appeal.
Sometimes that's bad! You don't get quite what you wanted, and one or two loud talkers that aren't relly thinking of the whole piece, can be bad.
Thanks for the responses! I'm pleasantly surprised so many reacted from just the original post
On TAYDS, please remember that it became more a philosophical work than a game system. I doubt the few actual rules in there would even allow a full game without some improv. I still feel the non-rule material is useful, though, and as stated will be building on a lot of the concepts in this new actual game!
And I posted today's entry. It's an early rampage down dice mechanism street, poking at various concerns I have and ideas I would like to implement. For those who know the jargon (I guess everybody in here ), I seek a way to implement very high granularity using dice pools, but with greatly minimalized math. The entry is about how, why and alternatives. Comments on any of it are very welcome!
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Currently running: GEARS Alice 2.0, GEARS Hybrid Elite.
Currently playing: GEARS Intransigent Design, GEARS Stone Sky Kingdom, Paranoia "Clone Wars", GURPS Reign of Steel
Currently planning: To tame the wildly growing GEARS Fifth Draft and get a pre-publish version online!
I'm also doing something similar. I figure that once I've completed the game, that I can go back to the development blog and prune it or use it as notes for a document that shows what I was thinking and where I was coming from when I created the system. Such a document won't be of interest to everyone, but some might find it useful if they're taking my system and hacking it for their own uses, or trying to understand why I took some of the choices I did. I also figure that since I'm an unpublished author, that it gets me some exposure before I publish the system. Anyhow, I wish you, and the other developers, the best of luck in your endeavors.
Well, I hope you will keep us/me updated, feel free to use this thread (it's not for my game as such, but for the idea of working with a game in public). I read your stuff, you are getting off to a good start. I do hope you don't drift away from the universal idea, though, with the medieval focus. You seem to have the general aim I do, but a different attitude towards it, being more ease-of-play minded than I. Would be great to see how two views on the same concept can create different results
On another note... I just uploaded the third entry, this one on my slightly maniacal views on skills and abilities. I have taken a bit of flack on the opinions stated from my real-life players, but they are coming over to my side now. Would be great to see how people in here feel about no attributes and skills rooted in full character experiences/familiarities! For your enjoyment!
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Currently running: GEARS Alice 2.0, GEARS Hybrid Elite.
Currently playing: GEARS Intransigent Design, GEARS Stone Sky Kingdom, Paranoia "Clone Wars", GURPS Reign of Steel
Currently planning: To tame the wildly growing GEARS Fifth Draft and get a pre-publish version online!