Monday, June 13, 2016

Designing and RPG System

A lot of systems can be heavily modified to fit most goals, and making a new RPG system is a terrible first project for a new game designer, but I've found that I usually get great results by building a specific system toward a specific campaign or setting. It cuts out all the unnecessary content and ensures the mechanics serve the themes. Also, I end up with a complete and total understanding of the system which helps as the GM.

I wouldn't reccomend building new systems, especially gigantic sprawling ones, to most GMs - it's just not necessary and you don't get as much benefit from making players learn new rules as they do from learning about an exciting new world or cast of characters. However, I'm a game designer - and I've found a lot of the campaigns I want to create benefit from custom-designed content. 

Published systems often attempt to be catch-all, providing a broad and resilient experience for diverse settings, campaigns and so on. They can't afford to be as specifically tailored to exactly the setting and experience you want to run (if you have something less 'classic' in mind). The majority of them end up bloated with unnecessry classes or more general mechanics. In any case, RPGs are complicated enough that it's likely none will match your exact targeted experience perfectly. One skill check mechanic might be great for you, but their progression system might be emotionally dissonant.

-Dan Felder

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