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Posted Friday, June 09, 2006 3:59 AM


I do talk a good fight

I do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fightI do talk a good fight

Group: System Moderators
Last Login: Yesterday @ 11:06 AM
Posts: 1,861, Visits: 5,740
Allen,

Have you seen this site:

http://www.thortrains.net/wargame/armymens.html

There's a stack of rules these days for wargames with toys, so you could be part of a noble brotherhood of toy game designers.

My personal favourite is "Monster Island":

http://firefly-games.com/


http://www.hyboriantales.com

PD: Ghostdance ("The most irritating curse I've ever encountered" -- NPC played by H.)
Riftworld: Rossar Kuug ("Clearly mad, because he thinks he's a Com-Trow Skirmisher" - Aela)
Hyborian Tales: Crew, cook, dogsbody, general labourer, toilet cleaner ("Dangerously overoptimistic ref" -- Tom Nowell)
Otherwise usually crew ("Quite spry & fit, & willing to wear a big costume & run around a lot" -- various event organisers)

"My other oversized foam weapon is THE LORD" -- Questionable Content
Post #2210
Posted Friday, June 09, 2006 9:24 AM


Overlord

OverlordOverlordOverlordOverlordOverlordOverlordOverlordOverlord

Group: Administrators
Last Login: Today @ 11:30 AM
Posts: 1,590, Visits: 4,234
Damn it, they nicked my name...lol


Post #2214
Posted Sunday, July 30, 2006 1:40 PM
Initiate

InitiateInitiateInitiateInitiateInitiateInitiateInitiateInitiate

Group: Basic Members
Last Login: Sunday, July 30, 2006 9:51 PM
Posts: 1, Visits: 4
In my experience most of the gamers I have known (including myself) have often not only written extensive game worlds from scratch but also the systems to go with them.  In my experience writing a system from scratch (provided that you have a good understanding of the effects of various probabilities etc)  always provides a better fit with a home written game.  By writing your own system you can take into account the flavour of game - high death or cinematic, different ways of constructing a magic system and get a much better fit.  Sometimes adapting an existing system can either take as long as writing one from scratch or throw up unexpected effects where one section which you have modified unwitting throws another section out of wack in a way that is not readily apparent.

I think that bought systems can have their place but these days I rarely use them for anything more than inspiration and the seeds of ideas. 

Post #8851
Posted Tuesday, September 26, 2006 12:34 PM


Heroic Knight

Heroic KnightHeroic KnightHeroic KnightHeroic KnightHeroic KnightHeroic KnightHeroic KnightHeroic Knight

Group: Basic Members
Last Login: Monday, August 18, 2008 4:45 PM
Posts: 195, Visits: 224
I'd say that every GM who runs a published tabletop game will run it differently, either with differing emphasis on aspects of the game or certain skills or rules, or by interpreting the game world differently. Some GMs are great with one genre, terrible with another.

Personally, I like to adapt most systems I find and discard as many superfluous rules as possible, in particular skill roll modifiers, and just arbitrarily apply a modifier that "sounds about right" before any skill roll in the game. It keeps it fast, and it keeps control with the GM rather than the rulebook.

I'd say my favourite for playing with a system has to be SLA Industries, which actively encourages you to run "your own take" on the World of Progress. It's an absolute joy to run from a rules point of view; fast, deadly, simple but with lots of variety. And there is a plethora of great online missions and background that you can track down and adapt. (If you haven't run Matt Rose's fabulously atmospheric mission "The Devil Owns a Sawmil" it's consistently one of my favourites).

_____________________________

Maelstrom - Carl Whitesnake
Scavenger LRP - Organiser
Post #14998
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