I haven’t always been a fan of character classes in RPGs (e.g. fighter, thief, wizard), but ultimately, my issue has been with needlessly complex leveling mechanics and the over-compartmentalization of character abilities. Yes, I prefer skill-based RPGs. But even in skill-based RPGs, it’s helpful to have a guideline for character advancement and to identify a … Continue reading “Be my Angel, cuz you need me…”
The trick for creating the right “feel” for an RPG isn’t in the numbers as much as it’s in the words we use to define characters’ capabilities. How do we divide people up into universal attributes so we can quantify and differentiate their aptitudes? And more importantly for me—how do I implement my multiple-aspect soul concept while keeping attributes relatively simple? No one wants six to nine basic attributes, then four more special “soul” attributes piled on top of that. (Or at least, I don’t.) … I find the more stats that comprise a character, the less significant some of them become.
It’s been difficult deciding the next step. I’m torn between developing my own rules versus relying on the preexisting structure of a published game system. Even if that preexisting structure allows great versatility and customization, will it be the right fit for what I want to achieve? For instance, I’ve been reading about Powered by … Continue reading Plots & spontaneity