SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Order of design decisions when building a game?

Started by Bloody Stupid Johnson, December 15, 2013, 07:19:05 AM

Previous topic - Next topic

Bloody Stupid Johnson

Quote from: The Traveller;716533Whoa, just spotted this thread now. Absolutely awesome! This is pretty much exactly what I had in mind with "Rules as Tools", and it illustrates the difference in mechanics between what you're doing BSJ and what I'd normally do.

Most enlightening, for example I don't derive hit points from attributes so there's no connection there for me, and I'd normally start out with the core mechanic (as a baseline physics engine) and build everything from there, so it wouldn't be dependent on anything.

Fascinating, but I think people might be taking this as a complete guide to designing a game, which it wasn't meant to be, at least as originally put forward. It's more like a blueprint of the mechanics, so a designer can see at a glance which cogs and gears fit together, and how. This is purely mechanical.

:)  
Actually drawing it out like this turned out to be a big help - helped me find one spot where I was trying to make gears turn in opposite directions simultaneously. Part of my issue was trying to pick the best core mechanic, based off various goals in all sorts of weird places through the system. I'll maybe start some sort of thread on my new project soon.

When I drew it I was trying to do a map for any RPG, though it probably does show a few of my mechanical idiosyncracies (wanting effect measurements when many RPGs don't have any real system for these, liking systems where damage comes straight off CON).

You might be right in having attribute scale depend on core mechanic rather than vice-versa, to explain when I did it was thinking about (for instance) how games likely to be massive in scale probably shouldn't use dice pools. Most core mechanics could be fitted to most attribute scales via changing how modifiers are calculated though.