tag:blogger.com,1999:blog-2624244242117701070.post4140877033687567854..comments2024-02-05T03:35:05.363-05:00Comments on Reality Refracted: What Is Your Game About?A.L.http://www.blogger.com/profile/05306497273874881493noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-2624244242117701070.post-63896068739090385332011-01-03T11:48:08.738-05:002011-01-03T11:48:08.738-05:00The game itself has been done for fifteen years. I...The game itself has been done for fifteen years. I've just had too much fun playing with it to put it down for that long. There are three sourcebooks that add to the story, a second edition and a book length random encounter table. I'm working on a novel that's half done and there are two more sourcebooks that are under development. There is then one more sourcebook after that and I&#Emmetthttp://www.theartifact.netnoreply@blogger.comtag:blogger.com,1999:blog-2624244242117701070.post-9347470660429502702011-01-03T11:39:58.361-05:002011-01-03T11:39:58.361-05:00You definitely need wiggle room, but this (and the...You definitely need wiggle room, but this (and the other questions that I'll be going over from Mr. Wick) is for a starting point for your game. It is no where near the only approach, but it is an approach that can give you a solid foundation. Foundations are then to be built upon, and you get the entirety of your game out of it.<br /><br />Truth also sounds like it could be an interesting A.L.https://www.blogger.com/profile/05306497273874881493noreply@blogger.comtag:blogger.com,1999:blog-2624244242117701070.post-9052250906667410742011-01-03T11:35:42.728-05:002011-01-03T11:35:42.728-05:00This is an excellent article for thinking about de...This is an excellent article for thinking about design. I would give a word of caution. Being too single minded about theme can lead to a lack of depth. Games need wiggle room to have mini stories that the players can be interested in and that means having the depth that allows them to stray from the main story. However once a sufficient depth is reached a lot of times you need to look back at Emmetthttp://www.theartifact.netnoreply@blogger.comtag:blogger.com,1999:blog-2624244242117701070.post-89159465687791652032011-01-03T10:29:57.418-05:002011-01-03T10:29:57.418-05:00It can be a tough question, especially when you...It can be a tough question, especially when you're in the early stages and the idea is just so...full of life and energy. Cutting it down to one or two words can be rough, especially with all the setting and other cool stuff coming into play, but you are right, it can solve a lot of problems.<br /><br />I have an idea for something I want to do with the theme, at least for combat, being 'A.L.https://www.blogger.com/profile/05306497273874881493noreply@blogger.comtag:blogger.com,1999:blog-2624244242117701070.post-77322360536361944832011-01-03T10:27:36.985-05:002011-01-03T10:27:36.985-05:00Coincidentally, I'm working on a design (pre-p...Coincidentally, I'm working on a design (pre-production), asked myself the same question and gave a long answer.<br /><br />After giving it some thought I found the one word answer to be "momentum", which puts things in perspective and might've solved a few early snags.<br /><br />Great lesson.Isaakhttp://isaakkve.wordpress.com/noreply@blogger.com