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Minimum Option

Started by Cranewings, November 28, 2010, 10:34:30 PM

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Cranewings

Imagine you are picking up a new RP book, about 150 pages. The book comes with an implied setting, imagine something like shadow run, where there are martial artists, psychics, and wizards.

What is your expectation for the number of options and customization you will have in that book? Do you expect a certain number of spells? Certain number of classes? How much does their need to be to have fun?

Cole

Quote from: Cranewings;420779Imagine you are picking up a new RP book, about 150 pages. The book comes with an implied setting, imagine something like shadow run, where there are martial artists, psychics, and wizards.

What is your expectation for the number of options and customization you will have in that book? Do you expect a certain number of spells? Certain number of classes? How much does their need to be to have fun?

Well, it depends on the precise nature of the setting, but I personally don't need a huge number of options in terms of characters or spells - even as a potential player (as opposed to GM) I'm more likely to perceive more value if the book offers more monsters, mid-level detail of the kind of adventures there are to go on in the setting, etc. Something comparable to the format of Call of Cthulhu, for example.
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Ulas Xegg

Cranewings

I hear ya. I'm getting close to the end of character creation for this thing. I have two big chunks left, hopefully less than 20 pages between them.

For wizards, there are 7 types of magic, with 5 spells for each type. Characters start with three spells. There aren't any tiered abilities. Characters pretty much start out at "full power" and just expand a little during play, so those 35 spells are all pretty good ones.

35 magic powers is all that was ever in the Vampire core rule book. I figured it was a good goal post. That doesn't include the 8 pages of martial arts moves, 20 or so martial arts powers, and all the psychic stuff. I think it is pretty dense on options over all. I'm just worried people will find it lacking in any one area.

Cole

Quote from: Cranewings;420785I hear ya. I'm getting close to the end of character creation for this thing. I have two big chunks left, hopefully less than 20 pages between them.

For wizards, there are 7 types of magic, with 5 spells for each type. Characters start with three spells. There aren't any tiered abilities. Characters pretty much start out at "full power" and just expand a little during play, so those 35 spells are all pretty good ones.

35 magic powers is all that was ever in the Vampire core rule book. I figured it was a good goal post. That doesn't include the 8 pages of martial arts moves, 20 or so martial arts powers, and all the psychic stuff. I think it is pretty dense on options over all. I'm just worried people will find it lacking in any one area.

That sounds pretty robust to me. I think when introducing a new game to an audience without a background in the idea of the game, if you have too elaborate a menu options, it may come off as too much to eat at one sitting, or have a hard time getting an idea of what characters are like to start off.

I think the risk of option paralysis is more of a factor in a game with a strong, but unfamiliar, implied setting.

You can always choose to provide more breadth on the character side in an "Expert Set" if you have success with your core.
ABRAXAS - A D&D Blog

"There is nothing funny about a clown in the moonlight."
--Lon Chaney

Ulas Xegg

Cranewings

I got ya. It does have a strong implied setting. I wouldn't suspect too many people would have a hard time getting it sense it is so heavily derivative, but you never know how things look to outsiders.